summaryrefslogtreecommitdiff
path: root/npc/pre-re/quests/quests_gonryun.txt
diff options
context:
space:
mode:
Diffstat (limited to 'npc/pre-re/quests/quests_gonryun.txt')
-rw-r--r--npc/pre-re/quests/quests_gonryun.txt3815
1 files changed, 3815 insertions, 0 deletions
diff --git a/npc/pre-re/quests/quests_gonryun.txt b/npc/pre-re/quests/quests_gonryun.txt
new file mode 100644
index 000000000..ec7142c70
--- /dev/null
+++ b/npc/pre-re/quests/quests_gonryun.txt
@@ -0,0 +1,3815 @@
+//===== rAthena Script =======================================
+//= Quest NPCs related to Gonryun
+//===== By: ==================================================
+//= KarLaeda
+//===== Current Version: =====================================
+//= 1.2
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= [Aegis Conversion]
+//= Broken Sword Quest (Kept old mechanics)
+//= Lost Knife Quest
+//===== Additional Comments: =================================
+//= 1.1 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
+//= 1.2 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
+//= Added Lost Knife, updated dialog for Broken Sword
+//= dungeon quest mechanics aportion is still the same.
+//= 1.2a Bugfixes (bugreport:2404) [Paradox924X]
+//= 1.2b More Bugfixes (bugreport:2407) [Paradox924X]
+//============================================================
+
+// Broken Sword
+//============================================================
+gon_in,17,93,5 script Chief#gon 775,{
+ if (BaseLevel > 50) {
+ if (b_sword == 0) {
+ set b_sword,1;
+ mes "[Shi Yan Wen]";
+ mes "Hmm...?";
+ mes "Oh, hello there~";
+ mes "I am Shi Yan Wen, the chief of";
+ mes "this village. Allow me to personally welcome you to Kunlun.";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "Although our village hasn't";
+ mes "associated with other towns very";
+ mes "much, we have recently begun";
+ mes "to allow visitors coming from Alberta.";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "I feel that this town has been";
+ mes "isolated for too long. Because";
+ mes "of that, people in this town aren't too friendly with visitors yet.";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "Moreover, we've been having a recent problem with thieves";
+ mes "that have been enjoying themselves far too much in Kunlun...";
+ mes "Well, you've come to visit here";
+ mes "so I hope you enjoy your stay.";
+ close;
+ }
+ else if (b_sword < 18) {
+ switch (b_sword) {
+ case 1:
+ mes "[Shi Yan Wen]";
+ mes "Oh, hello there~";
+ mes "I am Shi Yan Wen, the chief of";
+ mes "this village. Allow me to personally welcome you to Kunlun.";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "Although our village hasn't";
+ mes "associated with other towns very";
+ mes "much, we have recently begun";
+ mes "to allow visitors coming from Alberta.";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "I feel that this town has been";
+ mes "isolated for too long. Because";
+ mes "of that, people in this town aren't too friendly with visitors yet.";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "Moreover, we've been having a recent problem with thieves";
+ mes "that have been enjoying themselves far too much in Kunlun...";
+ mes "Well, you've come to visit here";
+ mes "so I hope you enjoy your stay.";
+ close;
+ case 2:
+ mes "[Shi Yan Wen]";
+ mes "Oh, it's you~";
+ mes "How do you like it here so far?";
+ mes "As you've probably noticed,";
+ mes "the village isn't that peaceful, huh?";
+ next;
+ if (select("It's alright.:I heard that something was stolen...") == 1) {
+ mes "[Shi Yan Wen]";
+ mes "Well, I'm glad you don't mind.";
+ mes "Just watch out for robbers,";
+ mes "and try not to act suspicious";
+ mes "in the village.";
+ close;
+ }
+ mes "[Shi Yan Wen]";
+ mes "Hmm...you've heard of it?";
+ mes "It was just last night when the";
+ mes "robbery occurred. The rumors";
+ mes "are true. Sadly, there are lots of thieves out there in the village...";
+ next;
+ switch(select("......:What was stolen?:Was anyone hurt?")) {
+ case 1:
+ mes "[Shi Yan Wen]";
+ mes "I can't believe it really";
+ mes "happened... Well, if you see";
+ mes "any suspicious characters around,";
+ mes "or find what was stolen, please let me know.";
+ set b_sword,3;
+ close;
+ case 2:
+ mes "[Shi Yan Wen]";
+ mes "Well...";
+ mes "Erm...it was...";
+ mes "...just an ordinary sword.";
+ mes "But to us, it's been a family treasure for many generations.";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "I must find this sword";
+ mes "no matter what!";
+ mes "...but I can't go find it just";
+ mes "by myself. I'm just too busy.";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "You know how busy it is to be the";
+ mes "chief of a village. This is very troubling...*Sigh*";
+ next;
+ if (select("Hope you find it soon.:Can I find it for you?") == 1) {
+ mes "[Shi Yan Wen]";
+ mes "um..Thank you.";
+ mes "If you somehow come across it,";
+ mes "please let me know.";
+ set b_sword,11;
+ close;
+ }
+ mes "[Shi Yan Wen]";
+ mes "Oh!~ Are you serious??";
+ mes "...The people in the village are";
+ mes "very fearful these days because";
+ mes "of the thieves. It is so difficult";
+ mes "to ask them for help...";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "If you would help me find the sword, I will surely repay you for your efforts.";
+ set b_sword,3;
+ close;
+ case 3:
+ mes "[Shi Yan Wen]";
+ mes "Fortunately, no one was hurt.";
+ mes "However, the thieves took a";
+ mes "valuable family treasure";
+ mes "which has been passed down from";
+ mes "generation to generation.";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "I must find this sword";
+ mes "no matter what!";
+ mes "...But I can't go find it just";
+ mes "by myself. I'm just too busy.";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "You know how busy it is to be the";
+ mes "chief of a village. This is very troubling...*Sigh*";
+ next;
+ if (select("Hope you find it soon.:Can I find it for you?") == 1) {
+ mes "[Shi Yan Wen]";
+ mes "Um..Thank you.";
+ mes "If you somehow come across it,";
+ mes "please let me know.";
+ set b_sword,11;
+ close;
+ }
+ mes "[Shi Yan Wen]";
+ mes "Oh!~ Are you serious??";
+ mes "...The people in the village are";
+ mes "very fearful these days because";
+ mes "of the thieves. It is so difficult";
+ mes "to ask them for help...";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "If you would help me find the sword, I will surely repay you for your efforts.";
+ set b_sword,3;
+ close;
+ }
+ case 3:
+ case 4:
+ case 5:
+ mes "[Shi Yan Wen]";
+ mes "Haven't found it yet?";
+ mes "There's no rush, take it easy.";
+ mes "You have to take care of";
+ mes "youself first before";
+ mes "doing favors for others.";
+ close;
+ case 6:
+ mes "[Shi Yan Wen]";
+ mes "Oh, you found a clue?";
+ mes "So far, it looks like";
+ mes "you're doing good work.";
+ mes "Take this old family medicine, it might be of use sometime soon.";
+ set b_sword,7;
+ getitem 504,3; //White_Potion
+ close;
+ case 7:
+ mes "[Shi Yan Wen]";
+ mes "It might be helpful for you to";
+ mes "know that the thief sustained";
+ mes "an injury, so he is probably not very far from here.";
+ close;
+ case 8:
+ mes "[Shi Yan Wen]";
+ mes "What...?";
+ mes "My sword has been broken!?";
+ mes "Unbelievable~!!";
+ mes "How could this happen??";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "First it's stolen, and now";
+ mes "it's in pieces... *Sob*";
+ mes "Would you please search";
+ mes "for the rest of my sword?";
+ mes "It means so much to my family...";
+ close;
+ case 9:
+ mes "[Shi Yan Wen]";
+ mes "*Sob*...";
+ mes "...my sword... in pieces...";
+ mes "I beg of you, please find them";
+ mes "for me. I will give you something in return.";
+ close;
+ case 10:
+ mes "[Shi Yan Wen]";
+ mes "Oh!~";
+ mes "You've found the pieces for me~";
+ mes "I knew you could do it.";
+ mes "But the sword is still shattered.";
+ mes "What shall I do...?";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "If it's okay with you,";
+ mes "would you repair my sword for me?";
+ mes "I'll repay you for your help.";
+ next;
+ if (select("No way.:Alright.") == 1) {
+ mes "[Shi Yan Wen]";
+ mes "Well, I see...you've been such a";
+ mes "nice person. I truly appreciate";
+ mes "your hard work. It would be";
+ mes "wonderful if you could help";
+ mes "me repair the sword, but I";
+ mes "will not force you.";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "I'll find some way to repair";
+ mes "it. Without your help, I ";
+ mes "would have never found it.";
+ mes "Please accept this as a";
+ mes "token of my gratitude...";
+ set b_sword,15;
+ getitem 603,1; //Old_Blue_Box
+ next;
+ mes "[Shi Yan Wen]";
+ mes "If you find any information";
+ mes "or clues about that cursed";
+ mes "thief, please let me know.";
+ mes "I have my sword back but";
+ mes "there's no way I can forgive";
+ mes "this affront to my ancestors...";
+ close;
+ }
+ mes "[Shi Yan Wen]";
+ mes "Such generosity...";
+ mes "I'm truly indebted to you...";
+ mes "I have no idea how this sword";
+ mes "broke into pieces, though.";
+ mes "You will probably need to find a";
+ mes "famous blacksmith to repair it.";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "As I already mentioned, this is";
+ mes "an important family treasure...";
+ mes "Oh! I just remembered--";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "There's a guy named ^555555Zuo Hei^000000";
+ mes "in the village. He has been to";
+ mes "many places around the world.";
+ mes "He may know of such a weaponsmith. Please seek this man out.";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "Oh, one last thing. This is";
+ mes "but a trinket, but please";
+ mes "accept this gift from me.";
+ set b_sword,14;
+ getitem 603,1; //Old_Blue_Box
+ close;
+ case 11:
+ mes "[Shi Yan Wen]";
+ mes "The village is not in a good";
+ mes "mood these days, but there are";
+ mes "still lots of things to see in Kunlun.";
+ close;
+ case 12:
+ mes "[Shi Yan Wen]";
+ mes "Hmm.. no traces? No clues?";
+ mes "... Nothing? Well, that's";
+ mes "alright. Thank you for";
+ mes "trying to help.";
+ mes "Hmm....";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "Here...take this.";
+ mes "Have a good time in Kunlun~";
+ set b_sword,13;
+ getitem 504,1; //White_Potion
+ close;
+ case 13:
+ mes "[Shi Yan Wen]";
+ mes "Is everything going well?";
+ mes "The village has not been";
+ mes "in a good mood, lately.";
+ mes "Still, please try to";
+ mes "enjoy yourself.";
+ close;
+ case 14:
+ case 15:
+ case 16:
+ case 17:
+ mes "[Shi Yan Wen]";
+ mes "I really appreciate what you are";
+ mes "doing. It's a big relief that";
+ mes "something is finally being done";
+ mes "about these thefts.";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "Perhaps now, peace will finally";
+ mes "come to the village, just like in the old days...";
+ close;
+ }
+ }
+ else if (b_sword < 32) {
+ mes "[Shi Yan Wen]";
+ mes "I appreciate what you are doing,";
+ mes "and your help has been";
+ mes "a relief to me. The Village";
+ mes "seems less tense, much like";
+ mes "it was in the old days.";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "Although I hope you'll be";
+ mes "be able to repair my";
+ mes "sword soon, you've";
+ mes "already done so much for";
+ mes "me. I feel sorry for";
+ mes "asking you to do more.";
+ close;
+ }
+ else if (b_sword == 32) {
+ if (countitem(1123) < 1) {
+ mes "[Shi Yan Wen]";
+ mes "Hm.....";
+ mes "Not finished yet, huh?";
+ mes "Still, it's good to know";
+ mes "it's being repaired...";
+ mes "I'll be waiting, then.";
+ close;
+ }
+ mes "[Shi Yan Wen]";
+ mes "Oh, it's you~ Hello.";
+ mes "............";
+ mes "Is that my sword?";
+ mes "Wow, you've done it!";
+ mes "Good work!";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "This is a small gift for you.";
+ mes "Please take it as thanks for a job well done!";
+ delitem 1123,1; //Haedonggum
+ set b_sword,33;
+ getitem 2404,1; //Shoes_
+ next;
+ mes "[Shi Yan Wen]";
+ mes "Thank you for all of your efforts.";
+ mes "With this sword repaired, I no";
+ mes "longer feel that I am shaming";
+ mes "my ancestors...";
+ mes "Heh heh...";
+ mes "Have a good time in Kunlun.";
+ close;
+ }
+ mes "[Shi Yan Wen]";
+ mes "Oh, it's you~";
+ mes "Once again, I'd like to thank";
+ mes "you for all of your help.";
+ mes "Enjoy your stay in our village.";
+ mes "Heh heh~";
+ close;
+ }
+ mes "[Shi Yan Wen]";
+ mes "Hmm...?";
+ mes "Oh, hello there~";
+ mes "I am Shi Yan Wen, the chief of";
+ mes "this village. Allow me to personally welcome you to Kunlun.";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "Although our village hasn't";
+ mes "associated with other towns very";
+ mes "much, we have recently begun";
+ mes "to allow visitors coming from Alberta.";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "I feel that this town has been";
+ mes "isolated for too long. Because";
+ mes "of that, people in this town aren't too friendly with visitors yet.";
+ next;
+ mes "[Shi Yan Wen]";
+ mes "Moreover, we've been having a recent problem with thieves";
+ mes "that have been enjoying themselves far too much in Kunlun...";
+ mes "Well, you've come to visit here";
+ mes "so I hope you enjoy your stay.";
+ close;
+}
+
+gon_in,152,35,4 script Hostess#gon 702,{
+ if (b_sword < 1) {
+ mes "[Mei Yen Fang]";
+ mes "Oh...you're new here, right?";
+ mes "Came from out of town?";
+ mes "It's common to see lots of";
+ mes "foreigners these days.";
+ mes "It made people in the village busy.";
+ next;
+ mes "[Mei Yen Fang]";
+ mes "Oh, what am I saying...";
+ mes "Want some wine?";
+ next;
+ if (select("Yes, please:No, it's okay.") == 1) {
+ mes "[Mei Yen Fang]";
+ mes "Oooops~! Oh no...";
+ mes "A lot of customers came by earlier,";
+ mes "so now we're out of wine...";
+ mes "It's getting difficult to keep up with the increasing number of customers...";
+ close;
+ }
+ mes "[Mei Yen Fang]";
+ mes "Well, have fun in the village.";
+ mes "Stop by again sometime.";
+ close;
+ }
+ switch(b_sword) {
+ case 1:
+ case 2:
+ mes "[Mei Yen Fang]";
+ mes "Hey, you know what?";
+ mes "The chief's house was robbed";
+ mes "last night. I can't believe";
+ mes "this happened...I guess this is the work of those thieves...";
+ next;
+ mes "[Mei Yen Fang]";
+ mes "How worrisome it all is...";
+ mes "It could even happen to me!";
+ mes "I better watch out...";
+ mes "Oh, what am I saying?";
+ mes "Enjoy your time in my shop...hehe~";
+ set b_sword,2;
+ close;
+ case 3:
+ mes "[Mei Yen Fang]";
+ mes "Oh, it's you again~";
+ mes "I heard that you've decided";
+ mes "to help our chief.";
+ mes "Please do your best for him!";
+ mes "Everyone in the village has";
+ mes "been on edge...";
+ next;
+ mes "[Mei Yen Fang]";
+ mes "Do you see that guy over there";
+ mes "leaning on the table?";
+ mes "He seems to know about what";
+ mes "happened last night, but...";
+ mes "He's been drinking all night long.";
+ set b_sword,4;
+ close;
+ }
+ if (b_sword > 3 && b_sword < 11) {
+ mes "[Mei Yen Fang]";
+ mes "Hello there~";
+ mes "Feeling tension in the village,";
+ mes "huh? It's all because of those";
+ mes "thieves... ";
+ next;
+ mes "[Mei Yen Fang]";
+ mes "They're also making things hard for my business...";
+ mes " ";
+ mes "*Sigh*";
+ close;
+ }
+ else if (b_sword == 11 || b_sword == 12) {
+ mes "[Mei Yen Fang]";
+ mes "Feeling tension in the village,";
+ mes "huh? I Hope the thief will get caught soon.";
+ mes "...";
+ close;
+ }
+ mes "[Mei Yen Fang]";
+ mes "You caught him?!";
+ mes "Wow, you're very brave.";
+ mes "I should get ready to run the";
+ mes "shop again. But I'll need to";
+ mes "order some wine first.";
+ next;
+ mes "[Mei Yen Fang]";
+ mes "Xue Bong drank all the wine in the";
+ mes "shop, and I didn't restock any";
+ mes "since everyone has been scared";
+ mes "off by the thefts...";
+ mes "But stop by next time.";
+ mes "I'll have some wine ready.";
+ close;
+}
+
+gon_in,165,16,4 script Man in hangover#gon 748,{
+ if (b_sword < 4) {
+ mes "[Xue Bong]";
+ mes "Ahhh.. my stomach.. my head..";
+ mes "I shouldn't drink so much..";
+ mes "Ehhhh....";
+ emotion e_swt2;
+ close;
+ }
+ else if (b_sword < 6) {
+ switch(b_sword) {
+ case 4:
+ if (countitem(506) < 1) {
+ mes "[Xue Bong]";
+ mes "*Urk!* I feel sick...";
+ mes "Can somebody bring me a potion?";
+ mes "*Groan*....";
+ emotion e_swt2;
+ close;
+ }
+ mes "[Xue Bong]";
+ mes "Ohhh...my stomach...";
+ mes "I need something...";
+ mes "Moan~ Uh, hey you!";
+ mes "Could you give me one";
+ mes "of your ^00FF00Green_Potion^000000s?";
+ mes "I think I'm going to barf...";
+ next;
+ switch(select("No.:Here, drink this!")) {
+ case 1:
+ mes "[Xue Bong]";
+ mes "Uhh...";
+ mes "Are you sure?";
+ next;
+ switch(select("Sorry, I don't have any.:Here, you can have it!")) {
+ case 1:
+ mes "[Xue Bong]";
+ mes "C'mon, man...";
+ mes "I...I'm in freakin' pain here...";
+ set b_sword,12;
+ close;
+ case 2:
+ delitem 506,1; //Green_Potion
+ set b_sword,5;
+ mes "[Xue Bong]";
+ mes "Oh man...thanks.";
+ mes "I thought you were teasing me.";
+ mes "I feel much better now.";
+ mes "So...uh, what brings you here?";
+ next;
+ if (select("Heard about the thief?:Nothing.") == 1) {
+ mes "[Xue Bong]";
+ mes "Ah, a thief~";
+ mes "Hmm...let me see..";
+ mes "I went out for walk in the middle";
+ mes "of the night while I was drinking.";
+ mes "And I heard a noise.";
+ next;
+ mes "[Xue Bong]";
+ mes "I looked around and found that the";
+ mes "area near the chief's house was";
+ mes "brighter than any other area...";
+ mes "It was odd...";
+ mes "[Xue Bong]";
+ mes "So I kept watching it and";
+ mes "all of a sudden, I saw something";
+ mes "moving on the rooftops...";
+ next;
+ mes "[Xue Bong]";
+ mes "It disappeared in a second.";
+ mes "I was drunk, and it was dark";
+ mes "outside. I have no idea";
+ mes "whether it was a man,";
+ mes "a poring, or if I had just";
+ mes "drank too much..eheh.";
+ set b_sword,6;
+ close;
+ }
+ mes "[Xue Bong]";
+ mes "Okay then, thanks again.";
+ mes "Don't be a drinker like me,";
+ mes "unless you want to suffer from";
+ mes "serious hangovers. See you later~";
+ close;
+ }
+ case 2:
+ delitem 506,1; //Green_Potion
+ set b_sword,5;
+ emotion e_thx;
+ mes "[Xue Bong]";
+ mes "Whew, Thanks!";
+ mes "I feel much better now.";
+ mes "Hmm...you seem new around here.";
+ mes "Anything you wanna know?";
+ next;
+ switch(select("About a thief...:How much have you been drinking?:Nothing~")) {
+ case 1:
+ mes "[Xue Bong]";
+ mes "Ah, a thief, eh? Let's see...";
+ mes "I went out for walk in the middle";
+ mes "of the night while I was drinking.";
+ mes "All of a sudden, I heard a strange noise...";
+ next;
+ mes "[Xue Bong]";
+ mes "I looked around and found that the";
+ mes "area near the chief's house was";
+ mes "brighter than any other area. It was odd...";
+ next;
+ mes "[Xue Bong]";
+ mes "So I kept watching it and,";
+ mes "all of a sudden, I saw something moving on the rooftops...";
+ next;
+ if (select("Where to?:Probably a Wild Rose.") == 1) {
+ mes "[Xue Bong]";
+ mes "Umm?";
+ mes "Well..let me see..";
+ mes "It came from... and head to...um...";
+ mes "murmur..";
+ next;
+ mes "^3355FFHe started mumbling for a bit^000000";
+ mes "......";
+ next;
+ mes "[Xue Bong]";
+ mes "Ah ha!! Right...";
+ mes "A shrine, yeah, the thief was";
+ mes "heading to a shrine and";
+ mes "disappeared. I'm not";
+ mes "sure if it was a human or an";
+ mes "animal...";
+ set b_sword,6;
+ next;
+ mes "[Xue Bong]";
+ mes "Anything else I can help you with?";
+ mes "I appreciate the potion.";
+ next;
+ switch(select("Thanks for the information.:Stop drinking so much.:Okay, bye")) {
+ case 1:
+ mes "[Xue Bong]";
+ mes "I'll see you later then.";
+ mes "I'm always be here drinking..eheh.";
+ close;
+ case 2:
+ mes "[Xue Bong]";
+ mes "Ehh..Don't mind me.";
+ mes "I'm a social drinker...";
+ mes " ";
+ mes "It's just I don't got nobody to be social with.";
+ close;
+ case 3:
+ mes "[Xue Bong]";
+ mes "Alright.";
+ mes "Come again whenever you have";
+ mes "any other questions.";
+ close;
+ }
+ }
+ mes "[Xue Bong]";
+ mes "Yeah..maybe.";
+ mes "It was so dark outside and I was";
+ mes "drunk so I don't remember";
+ mes "clearly. I'm pretty sure it was bigger than that, though.";
+ close;
+ case 2:
+ mes "[Xue Bong]";
+ mes "Ah..um....I..I don't remember.";
+ mes "When I woke up, There were tons of";
+ mes "empty bottles around me.";
+ mes "...";
+ next;
+ mes "^3355FF.......";
+ mes "For some reason, you can't discern his testimony's reliability...^000000";
+ close;
+ case 3:
+ mes "[Xue Bong]";
+ mes "Alrighty then.";
+ mes "Hope you don't ever drink like me";
+ mes "in the future. You'll suffer";
+ mes "for a long time if you do.";
+ mes "You know what a hangover is, right?";
+ close;
+ }
+ }
+ case 5:
+ mes "[Xue Bong]";
+ mes "Oh, it's you. Hey.";
+ mes "Thanks for the potion last time.";
+ mes "What are you up to?";
+ mes "Got any questions for me?";
+ next;
+ switch(select("About a thief last night...:Nope, just passing by..")) {
+ case 1:
+ mes "[Xue Bong]";
+ mes "Ah~ a thief...?";
+ mes "Hmm...let me see...";
+ mes "I went out for walk in the middle";
+ mes "of the night while I was drinking.";
+ mes "All of a sudden, I heard a strange noise...";
+ next;
+ mes "[Xue Bong]";
+ mes "I looked around and found that the";
+ mes "area near the chief's house was";
+ mes "brighter than any other area. It was odd...";
+ next;
+ mes "[Xue Bong]";
+ mes "So I kept watching it and,";
+ mes "all of a sudden, I saw something moving on the rooftops...";
+ next;
+ mes "[Xue Bong]";
+ mes "It disappeared in a second.";
+ mes "I was drunk, and it was dark";
+ mes "outside. I have no idea";
+ mes "whether it was a man, a poring,";
+ mes "or if I just had too much to drink...heheh~";
+ set b_sword,6;
+ close;
+ case 2:
+ mes "[Xue Bong]";
+ mes "Okay, then, thanks again.";
+ mes "Don't be a drinker like me,";
+ mes "unless you want to suffer from";
+ mes "serious hangovers. See you later~";
+ close;
+ }
+ }
+ }
+ else if (b_sword < 11) {
+ mes "[Xue Bong]";
+ mes "Well, hopefully you can find";
+ mes "those thieves. To keep the";
+ mes "peace in our village, we need to help out our chief...";
+ close;
+ }
+ else if (b_sword <14) {
+ switch(b_sword) {
+ case 11:
+ mes "[Xue Bong]";
+ mes "Ahhh.. my stomach.. my head..";
+ mes "I shouldn't drink so much..";
+ mes "ughh....";
+ emotion e_swt2;
+ close;
+ case 12:
+ mes "[Xue Bong]";
+ mes "Enhhhh..go away.";
+ mes "You're merciless...";
+ mes "How could you turn a";
+ mes "blind eye to a";
+ mes "boozer's suffering?";
+ mes "Urk...!";
+ emotion e_an;
+ close;
+ case 13:
+ mes "[Xue Bong]";
+ mes "Enhhhh...go away.";
+ mes "You're so coldhearted...";
+ mes "How could you turn away";
+ mes "a drunk in need...?";
+ mes "*Groan*...";
+ emotion e_an;
+ close;
+ }
+ }
+ mes "[Xue Bong]";
+ mes "So you found the chief's";
+ mes "belongings?! I knew it!";
+ mes "I knew you could do it!";
+ mes "You're brave enough";
+ mes "to do anything!";
+ mes "Good job!";
+ close;
+}
+
+gon_dun01,148,156,0 script start01#gnbs -1,{
+ OnInit:
+ sleep 10000;
+ OnCommandOn:
+ donpcevent "trace1-"+rand(1,5)+"#gnbs::OnCommandOn";
+ end;
+}
+
+gon_dun01,201,25,0 script trace1-1#gnbs 139,1,1,{
+ if (b_sword == 7) donpcevent "timer1-1::OnCommandOn";
+ end;
+
+ OnTimer10000:
+ stopnpctimer;
+ disablenpc "trace1-1#gnbs";
+ donpcevent "start01#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace1-1#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace1-1#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun01,2,1,0 script timer1-1 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer1-1";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer1-1";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer1-1";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem1-1::OnCommandOn";
+ end;
+}
+
+gon_dun01,202,25,0 script #getitem1-1 111,2,1,{
+ if (b_sword != 7) end;
+ set b_sword,8;
+ mes "You found a ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem1-1";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem1-1";
+ donpcevent "timer1-1::OnCommandOff";
+ donpcevent "start01#gnbs::OnCommandOn";
+ end;
+
+ OnCommandOff:
+ disablenpc "#getitem1-1";
+ end;
+}
+
+gon_dun01,190,160,0 script trace1-2#gnbs 139,1,1,{
+ if (b_sword == 7) donpcevent "timer1-2::OnCommandOn";
+ end;
+
+ OnTimer100000:
+ stopnpctimer;
+ disablenpc "trace1-2#gnbs";
+ donpcevent "start01#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace1-2#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace1-2#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun01,3,1,0 script timer1-2 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer1-2";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer1-2";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer1-2";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem1-2::OnCommandOn";
+ end;
+}
+
+gon_dun01,190,159,0 script #getitem1-2 111,2,1,{
+ if (b_sword != 7) end;
+ set b_sword,8;
+ mes "You found a ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem1-2";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem1-2";
+ donpcevent "timer1-2::OnCommandOff";
+ donpcevent "start01#gnbs::OnCommandOn";
+ end;
+
+ OnCommandOff:
+ disablenpc "#getitem1-2";
+ end;
+}
+
+gon_dun01,163,53,0 script trace1-3#gnbs 139,1,1,{
+ if (b_sword == 7) donpcevent "timer1-3::OnCommandOn";
+ end;
+
+ OnTimer90000:
+ stopnpctimer;
+ disablenpc "trace1-3#gnbs";
+ donpcevent "start01#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace1-3#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace1-3#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun01,4,1,0 script timer1-3 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer1-3";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer1-3";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer1-3";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem1-3::OnCommandOn";
+ end;
+}
+
+gon_dun01,164,53,0 script #getitem1-3 111,2,1,{
+ if (b_sword != 7) end;
+ set b_sword,8;
+ mes "You found a ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem1-3";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem1-3";
+ donpcevent "timer1-3::OnCommandOff";
+ donpcevent "start01#gnbs::OnCommandOn";
+ end;
+
+ OnCommandOff:
+ disablenpc "#getitem1-3";
+ end;
+}
+
+gon_dun01,133,183,0 script trace1-4#gnbs 139,1,1,{
+ if (b_sword == 7) donpcevent "timer1-4::OnCommandOn";
+ end;
+
+ OnTimer150000:
+ stopnpctimer;
+ disablenpc "trace1-4#gnbs";
+ donpcevent "start01#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace1-4#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace1-4#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun01,5,1,0 script timer1-4 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer1-4";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer1-4";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer1-4";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem1-4::OnCommandOn";
+ end;
+}
+
+gon_dun01,134,183,0 script #getitem1-4 111,2,1,{
+ if (b_sword != 7) end;
+ set b_sword,8;
+ mes "You found a ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem1-4";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem1-4";
+ donpcevent "timer1-4::OnCommandOff";
+ donpcevent "start01#gnbs::OnCommandOn";
+ end;
+
+ OnCommandOff:
+ disablenpc "#getitem1-4";
+ end;
+}
+
+gon_dun01,139,257,0 script trace1-5#gnbs 139,1,1,{
+ if (b_sword == 7) donpcevent "timer1-5::OnCommandOn";
+ end;
+
+ OnTimer170000:
+ stopnpctimer;
+ disablenpc "trace1-5#gnbs";
+ donpcevent "start01#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace1-5#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace1-5#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun01,6,1,0 script timer1-5 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer1-5";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer1-5";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer1-5";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem1-5::OnCommandOn";
+ end;
+}
+
+gon_dun01,140,257,0 script #getitem1-5 111,2,1,{
+ if (b_sword != 7) end;
+ set b_sword,8;
+ mes "You found a ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem1-5";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem1-5";
+ donpcevent "timer1-5::OnCommandOff";
+ donpcevent "start01#gnbs::OnCommandOn";
+ end;
+
+ OnCommandOff:
+ disablenpc "#getitem1-5";
+ end;
+}
+
+gon_dun02,1,1,0 script start02#gnbs -1,{
+ OnInit:
+ sleep 10000;
+ OnCommandOn:
+ donpcevent "trace2-"+rand(1,6)+"#gnbs::OnCommandOn";
+ end;
+}
+
+gon_dun02,65,168,0 script trace2-1#gnbs 139,1,1,{
+ if (b_sword == 8) donpcevent "timer2-1::OnCommandOn";
+ end;
+
+ OnTimer80000:
+ stopnpctimer;
+ disablenpc "trace2-1#gnbs";
+ donpcevent "start02#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace2-1#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace2-1#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun02,2,1,0 script timer2-1 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer2-1";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer2-1";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer2-1";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem2-1::OnCommandOn";
+ end;
+}
+
+gon_dun02,202,25,0 script #getitem2-1 111,2,1,{
+ if (b_sword != 8) end;
+ set b_sword,9;
+ mes "You found a ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem2-1";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem2-1";
+ donpcevent "timer2-1::OnCommandOff";
+ donpcevent "start02#gnbs::OnCommandOn";
+ end;
+
+ OnCommandOff:
+ disablenpc "#getitem2-1";
+ end;
+}
+
+gon_dun02,265,200,0 script trace2-2#gnbs 139,1,1,{
+ if (b_sword == 8) donpcevent "timer2-2::OnCommandOn";
+ end;
+
+ OnTimer130000:
+ stopnpctimer;
+ disablenpc "trace2-2#gnbs";
+ donpcevent "start02#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace2-2#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace2-2#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun02,3,1,0 script timer2-2 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer2-2";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer2-2";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer2-2";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem2-2::OnCommandOn";
+ end;
+}
+
+gon_dun02,265,201,0 script #getitem2-2 111,2,1,{
+ if (b_sword != 8) end;
+ set b_sword,9;
+ mes "You found a ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem2-2";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem2-2";
+ donpcevent "timer2-2::OnCommandOff";
+ donpcevent "start02#gnbs::OnCommandOn";
+ end;
+
+ OnCommandOff:
+ disablenpc "#getitem2-2";
+ end;
+}
+
+gon_dun02,247,129,0 script trace2-3#gnbs 139,1,1,{
+ if (b_sword == 8) donpcevent "timer2-3::OnCommandOn";
+ end;
+
+ OnTimer110000:
+ stopnpctimer;
+ disablenpc "trace2-3#gnbs";
+ donpcevent "start02#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace2-3#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace2-3#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun02,4,1,0 script timer2-3 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer2-3";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer2-3";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer2-3";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem2-3::OnCommandOn";
+ end;
+}
+
+gon_dun02,247,128,0 script #getitem2-3 111,2,1,{
+ if (b_sword != 8) end;
+ set b_sword,9;
+ mes "You found a ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem2-3";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem2-3";
+ donpcevent "timer2-3::OnCommandOff";
+ donpcevent "start02#gnbs::OnCommandOn";
+ end;
+
+ OnCommandOff:
+ disablenpc "#getitem2-3";
+ end;
+}
+
+gon_dun02,149,74,0 script trace2-4#gnbs 139,1,1,{
+ if (b_sword == 8) donpcevent "timer2-4::OnCommandOn";
+ end;
+
+ OnTimer230000:
+ stopnpctimer;
+ disablenpc "trace2-4#gnbs";
+ donpcevent "start02#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace2-4#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace2-4#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun02,5,1,0 script timer2-4 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer2-4";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer2-4";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer2-4";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem2-4::OnCommandOn";
+ end;
+}
+
+gon_dun02,149,75,0 script #getitem2-4 111,2,1,{
+ if (b_sword != 8) end;
+ set b_sword,9;
+ mes "You found a ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem2-4";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem2-4";
+ donpcevent "timer2-4::OnCommandOff";
+ donpcevent "start02#gnbs::OnCommandOn";
+ end;
+
+ OnCommandOff:
+ disablenpc "#getitem2-4";
+ end;
+}
+
+gon_dun02,23,105,0 script trace2-5#gnbs 139,1,1,{
+ if (b_sword == 8) donpcevent "timer2-5::OnCommandOn";
+ end;
+
+ OnTimer190000:
+ stopnpctimer;
+ disablenpc "trace2-5#gnbs";
+ donpcevent "start02#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace2-5#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace2-5#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun02,6,1,0 script timer2-5 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer2-5";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer2-5";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer2-5";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem2-5::OnCommandOn";
+ end;
+}
+
+gon_dun02,23,106,0 script #getitem2-5 111,2,1,{
+ if (b_sword != 8) end;
+ set b_sword,9;
+ mes "You found a ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem2-5";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem2-5";
+ donpcevent "timer2-5::OnCommandOff";
+ donpcevent "start02#gnbs::OnCommandOn";
+ end;
+
+ OnCommandOff:
+ disablenpc "#getitem2-5";
+ end;
+}
+
+gon_dun02,249,39,0 script trace2-6#gnbs 139,1,1,{
+ if (b_sword == 8) donpcevent "timer2-6::OnCommandOn";
+ end;
+
+ OnTimer110000:
+ stopnpctimer;
+ disablenpc "trace2-6#gnbs";
+ donpcevent "start02#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace2-6#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace2-6#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun02,7,1,0 script timer2-6 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer2-6";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer2-6";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer2-6";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem2-6::OnCommandOn";
+ end;
+}
+
+gon_dun02,249,40,0 script #getitem2-6 111,2,1,{
+ if (b_sword != 8) end;
+ set b_sword,9;
+ mes "You found a ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem2-6";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem2-6";
+ donpcevent "timer2-6::OnCommandOff";
+ donpcevent "start02#gnbs::OnCommandOn";
+ end;
+
+ OnCommandOff:
+ disablenpc "#getitem2-6";
+ end;
+}
+
+gon_dun03,1,1,0 script start03#gnbs -1,{
+ OnInit:
+ sleep 10000;
+ OnCommandOn:
+ donpcevent "trace3-"+rand(1,7)+"#gnbs::OnCommandOn";
+ end;
+}
+
+gon_dun03,11,75,0 script trace3-1#gnbs 139,1,1,{
+ if (b_sword == 9) donpcevent "timer3-1::OnCommandOn";
+ end;
+
+ OnTimer200000:
+ stopnpctimer;
+ disablenpc "trace3-1#gnbs";
+ donpcevent "start03#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace3-1#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace3-1#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun03,2,1,0 script timer3-1 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer3-1";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer3-1";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer3-1";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem3-1::OnCommandOn";
+ end;
+}
+
+gon_dun03,10,74,0 script #getitem3-1 111,2,1,{
+ if (b_sword != 9) end;
+ set b_sword,10;
+ mes "You found a ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ next;
+ mes "You put all the pieces on the";
+ mes "ground and assembled them.";
+ mes "It looks like you've found all of the pieces of the blade.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem3-1";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem3-1";
+ donpcevent "timer3-1::OnCommandOff";
+ donpcevent "start03#gnbs::OnCommandOn";
+ end;
+
+ OnCommandOff:
+ disablenpc "#getitem3-1";
+ end;
+}
+
+gon_dun03,199,103,0 script trace3-2#gnbs 139,1,1,{
+ if (b_sword == 9) donpcevent "timer3-2::OnCommandOn";
+ end;
+
+ OnTimer130000:
+ stopnpctimer;
+ disablenpc "trace3-2#gnbs";
+ donpcevent "start03#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace3-2#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace3-2#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun03,3,1,0 script timer3-2 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer3-2";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer3-2";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer3-2";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem3-2::OnCommandOn";
+ end;
+}
+
+gon_dun03,199,102,0 script #getitem3-2 111,2,1,{
+ if (b_sword != 9) end;
+ set b_sword,10;
+ mes "You found a ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ next;
+ mes "You put all the pieces on the";
+ mes "ground and assembled them.";
+ mes "It looks like you've found all of the pieces of the blade.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem3-2";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem3-2";
+ donpcevent "timer3-2::OnCommandOff";
+ donpcevent "start03#gnbs::OnCommandOn";
+ end;
+
+ OnCommandOff:
+ disablenpc "#getitem3-2";
+ end;
+}
+
+gon_dun03,14,162,0 script trace3-3#gnbs 139,1,1,{
+ if (b_sword == 9) donpcevent "timer3-3::OnCommandOn";
+ end;
+
+ OnTimer110000:
+ stopnpctimer;
+ disablenpc "trace3-3#gnbs";
+ donpcevent "start03#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace3-3#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace3-3#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun03,4,1,0 script timer3-3 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer3-3";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer3-3";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer3-3";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem3-3::OnCommandOn";
+ end;
+}
+
+gon_dun03,14,163,0 script #getitem3-3 111,2,1,{
+ if (b_sword != 9) end;
+ set b_sword,10;
+ mes "You found a ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ next;
+ mes "You put all the pieces on the";
+ mes "ground and assembled them.";
+ mes "It looks like you've found all of the pieces of the blade.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem3-3";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem3-3";
+ donpcevent "timer3-3::OnCommandOff";
+ donpcevent "start03#gnbs::OnCommandOn";
+ end;
+
+ OnCommandOff:
+ disablenpc "#getitem3-3";
+ end;
+}
+
+gon_dun03,155,263,0 script trace3-4#gnbs 139,1,1,{
+ if (b_sword == 9) donpcevent "timer3-4::OnCommandOn";
+ end;
+
+ OnTimer230000:
+ stopnpctimer;
+ disablenpc "trace3-4#gnbs";
+ donpcevent "start03#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace3-4#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace3-4#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun03,5,1,0 script timer3-4 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer3-4";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer3-4";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer3-4";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem3-4::OnCommandOn";
+ end;
+}
+
+gon_dun03,156,263,0 script #getitem3-4 111,2,1,{
+ if (b_sword != 9) end;
+ set b_sword,10;
+ mes "You found a ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ next;
+ mes "You put all the pieces on the";
+ mes "ground and assembled them.";
+ mes "It looks like you've found all of the pieces of the blade.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem3-4";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem3-4";
+ donpcevent "timer3-4::OnCommandOff";
+ donpcevent "start03#gnbs::OnCommandOn";
+ end;
+
+ OnCommandOff:
+ disablenpc "#getitem3-4";
+ end;
+}
+
+gon_dun03,169,90,0 script trace3-5#gnbs 139,1,1,{
+ if (b_sword == 9) donpcevent "timer3-5::OnCommandOn";
+ end;
+
+ OnTimer190000:
+ stopnpctimer;
+ disablenpc "trace3-5#gnbs";
+ donpcevent "start03#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace3-5#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace3-5#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun03,6,1,0 script timer3-5 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer3-5";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer3-5";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer3-5";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem3-5::OnCommandOn";
+ end;
+}
+
+gon_dun03,170,90,0 script #getitem3-5 111,2,1,{
+ if (b_sword != 9) end;
+ set b_sword,10;
+ mes "You found a ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ next;
+ mes "You put all the pieces on the";
+ mes "ground and assembled them.";
+ mes "It looks like you've found all of the pieces of the blade.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem3-5";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem3-5";
+ donpcevent "timer3-5::OnCommandOff";
+ donpcevent "start03#gnbs::OnCommandOn";
+ end;
+
+ OnCommandOff:
+ disablenpc "#getitem3-5";
+ end;
+}
+
+gon_dun03,162,40,0 script trace3-6#gnbs 139,1,1,{
+ if (b_sword == 9) donpcevent "timer3-6::OnCommandOn";
+ end;
+
+ OnTimer110000:
+ stopnpctimer;
+ disablenpc "trace3-6#gnbs";
+ donpcevent "start03#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace3-6#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace3-6#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun03,7,1,0 script timer3-6 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer3-6";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer3-6";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer3-6";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem3-6::OnCommandOn";
+ end;
+}
+
+gon_dun03,68,39,0 script #getitem3-6 111,1,2,{
+ if (b_sword != 9) end;
+ set b_sword,10;
+ mes "You found a ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ next;
+ mes "You put all the pieces on the";
+ mes "ground and assembled them.";
+ mes "It looks like you've found all of the pieces of the blade.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem3-6";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem3-6";
+ donpcevent "timer3-6::OnCommandOff";
+ donpcevent "start03#gnbs::OnCommandOn";
+ end;
+
+ OnCommandOff:
+ disablenpc "#getitem3-6";
+ end;
+}
+
+gon_dun03,68,212,0 script trace3-7#gnbs 139,1,1,{
+ if (b_sword == 9) donpcevent "timer3-7::OnCommandOn";
+ end;
+
+ OnTimer110000:
+ stopnpctimer;
+ disablenpc "trace3-7#gnbs";
+ donpcevent "start03#gnbs::OnCommandOn";
+ end;
+
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "trace3-7#gnbs";
+ end;
+
+ OnCommandOn:
+ enablenpc "trace3-7#gnbs";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+}
+
+gon_dun03,6,1,0 script timer3-7 -1,{
+ OnInit:
+ initnpctimer;
+ stopnpctimer;
+ disablenpc "timer3-7";
+ end;
+
+ OnCommandOn:
+ enablenpc "timer3-7";
+ setnpctimer 0;
+ startnpctimer;
+ end;
+
+ OnCommandOff:
+ stopnpctimer;
+ disablenpc "timer3-7";
+ end;
+
+ OnTimer3000:
+ donpcevent "#getitem3-7::OnCommandOn";
+ end;
+}
+
+gon_dun03,68,213,0 script #getitem3-7 111,1,2,{
+ if (b_sword != 9) end;
+ set b_sword,10;
+ mes "You found a ^FF0000piece of blade^000000.";
+ mes "Seems like it's a part of the sword you've been looking for.";
+ next;
+ mes "You put all the pieces on the";
+ mes "ground and assembled them.";
+ mes "It looks like you've found all of the pieces of the blade.";
+ close;
+
+ OnInit:
+ disablenpc "#getitem3-7";
+ end;
+
+ OnCommandOn:
+ enablenpc "#getitem3-7";
+ donpcevent "timer3-7::OnCommandOff";
+ donpcevent "start03#gnbs::OnCommandOn";
+ end;
+
+ OnCommandOff:
+ disablenpc "#getitem3-7";
+ end;
+}
+
+gon_in,18,27,5 script Madam#gnbs 771,{
+ mes "[Shang Hua Yen]";
+ mes "Ho, ho, ho~";
+ mes "Who might this be?";
+ mes "A visitor from out of town~";
+ mes "Welcome!";
+ next;
+ if (select("Hello, Madam~:Where's the chief?") == 1) {
+ mes "[Shang Hua Yen]";
+ mes "Hello, darling~";
+ close;
+ }
+ if (Sex == 0) {
+ mes "[Shang Hua Yen]";
+ mes "Hoho~ he's upstairs.";
+ mes "My, are you such a pretty lady~";
+ mes "Just don't be too enraptured by my husband, alright?";
+ mes "Tee hee~";
+ close;
+ }
+ mes "[Shang Hua Yen]";
+ mes "Oh, he's upstairs...";
+ mes "My~! Aren't you a darling young";
+ mes "man. But still, not nearly as handsome as my husband~";
+ mes "Tee hee~";
+ emotion e_lv;
+ close;
+}
+
+gon_dun03,62,222,0 script Strange dead body#gnbs 111,{
+ if (b_sword < 7) {
+ mes "Here's a decomposing corpse.";
+ mes "It seems like monsters devoured it.";
+ close;
+ }
+ else if (b_sword > 6 && b_sword < 11) {
+ mes "There's a written message between the bones of the corpse.";
+ mes "of the corpse.";
+ mes "Take a look?";
+ next;
+ if (select("Yes.:Eew, no!") == 1) {
+ mes "^3355FFThe paper is old and fading,";
+ mes "but there are words on it.";
+ mes "It's written in blood.";
+ mes "The letters are faded and it's almost impossible to read...^000000 ";
+ next;
+ mes "^FF0000Damn I can't.. believe.. failed..";
+ mes "Sayum... I should've..";
+ mes "watchout.. ehhh.. but.. break";
+ mes "..pieces.. and seperate..";
+ mes "I.. with";
+ mes "this...^000000";
+ next;
+ mes "^3355FFThe rest was indecipherable...";
+ mes "He probably couldn't take it any longer...^000000";
+ close;
+ }
+ mes "[ ^6699FF" + strcharinfo(0) + "^000000 ]";
+ mes "Eew, no!";
+ mes " ";
+ mes "Yucky yucky YUCKY!";
+ next;
+ mes "^3355FFYou feel like there's something important here...";
+ mes "But the rotting carcass has a";
+ mes "foul odor that makes you feel nauseated.^000000";
+ close;
+ }
+ else if (b_sword == 11 || b_sword == 12) {
+ mes "^3355FFIt's a rotting human corpse...";
+ mes "I should just pass by.^000000";
+ close;
+ }
+ mes "^3355FFA skeleton chewed up by";
+ mes "monsters...I feel sorry for";
+ mes "him, but start getting this";
+ mes "really creepy feeling after staring at it for a while.^000000";
+ close;
+}
+
+gonryun,139,142,7 script Girl##gnbs1 772,{
+ if (b_sword < 12) {
+ mes "[Shi Ying Xiao]";
+ mes "..........";
+ mes "I was happy meeting visitors";
+ mes "from outside the village,";
+ mes "but because of the thief, I feel terrible now...";
+ emotion e_dots;
+ close;
+ }
+ mes "[Shi Ying Xiao]";
+ mes "Hehe...";
+ mes "I am so happy now~";
+ mes "Lots of visitors are coming to our";
+ mes "village now. But most of all,";
+ mes "Someone found my father's heirloom~";
+ next;
+ if (select("I'm glad you're relieved.:That would be me!") == 1) {
+ mes "[Shi Ying Xiao]";
+ mes "Yes, the mood of the entire";
+ mes "village seems to have calmed...";
+ mes "I'm sure whoever found my father's sword is a great person.";
+ close;
+ }
+ mes "[ ^6699FF" + strcharinfo(0) + "^000000 ]";
+ mes "That would be me!";
+ next;
+ mes "[ ^6699FF" + strcharinfo(0) + "^000000 ]";
+ mes "I AM YOUR HERO!";
+ next;
+ emotion e_heh;
+ mes "[Shi Ying Xiao]";
+ mes "Thank you so much for bringing hope to our village, hero~";
+ close;
+}
+
+gonryun,100,241,0 script Stranger#gnbs 733,{
+ if (b_sword < 14) {
+ mes "[Zuo Hei]";
+ mes "Hmm...";
+ mes "I'm pretty busy right now, come back later.";
+ emotion e_dots;
+ close;
+ }
+ else if (b_sword < 17) {
+ switch(b_sword) {
+ case 14:
+ switch(nakha) {
+ case 0:
+ mes "[Zuo Hei]";
+ mes "Hmm...";
+ mes "What is it?";
+ mes "What do you want?";
+ mes "I don't like to be bothered.";
+ next;
+ if (select("Ask about the blacksmith.:Why are you being so mean?") == 1) {
+ mes "[Zuo Hei]";
+ mes "Ahh..";
+ mes "So you're the one who found";
+ mes "the sword, eh?";
+ mes "Did you also get asked to repair it?";
+ next;
+ if (select("Exactly.:No..I'm just...") == 1) {
+ mes "[Zuo Hei]";
+ mes "Hmm...";
+ mes "If you want some information from";
+ mes "me, come back after helping the";
+ mes "person in the village who's in";
+ mes "trouble right now.";
+ next;
+ mes "[Zuo Hei]";
+ mes "It's another heirloom";
+ mes "problem, but I want to";
+ mes "see for myself that";
+ mes "you're really interested";
+ mes "in helping others.";
+ set b_sword,16;
+ close;
+ }
+ mes "[Zuo Hei]";
+ mes "Hmm, I didn't think so...";
+ mes "Now, don't bother me anymore.";
+ mes "I've got a bunch of things to do.";
+ close;
+ }
+ mes "[Zuo Hei]";
+ mes "Grr...";
+ mes "Why should you care about the";
+ mes "someone else's personality?";
+ mes "That's none of your business.";
+ mes "Take a look in the mirror first";
+ mes "before you say things like that.";
+ emotion e_ag;
+ close;
+ case 1:
+ mes "[Zuo Hei]";
+ mes "Hmm...";
+ mes "You're in the middle of helping";
+ mes "someone now, I hear.";
+ mes "Why don't you go and take care of them first.";
+ mes "Once you start to help someone,";
+ mes "you can't just quit halfway.";
+ set b_sword,16;
+ close;
+ case 2:
+ mes "[Zuo Hei]";
+ mes "Hmm...";
+ mes "You're in the middle of helping";
+ mes "someone now, I hear.";
+ mes "Why don't you go and take care of them first.";
+ mes "Once you start to help someone,";
+ mes "you can't just quit halfway.";
+ set b_sword,16;
+ close;
+ case 3:
+ mes "[Zuo Hei]";
+ mes "Hmm...";
+ mes "What do you want??";
+ next;
+ if (select("Ask about the blacksmith.:Why are you being so mean?") == 1) {
+ mes "[Zuo Hei]";
+ mes "Ahh...";
+ mes "So you are the one who found";
+ mes "the sword, eh? I assume you were also asked to repair it...";
+ next;
+ if (select("Exactly.:No...I'm just...") == 1) {
+ mes "[Zuo Hei]";
+ mes "Hmm...";
+ mes "Since it's been shattered,";
+ mes "you'll need a very skilled smith.";
+ mes "Go to ^FF0000Geffen^000000, you'll find someone";
+ mes "who can help you.";
+ set b_sword,17;
+ close;
+ }
+ mes "[Zuo Hei]";
+ mes "Hmm, I didn't think so...";
+ mes "Now, don't bother me anymore.";
+ mes "I've got a bunch of things to do.";
+ close;
+ }
+ mes "[Zuo Hei]";
+ mes "Grr...";
+ mes "Why should you care about the";
+ mes "someone else's personality?";
+ mes "That's none of your business.";
+ mes "Take a look in the mirror first";
+ mes "before you say things like that.";
+ emotion e_ag;
+ close;
+ case 4:
+ mes "[Zuo Hei]";
+ mes "Guess I was wasting my time.";
+ mes "If you make a promise to someone,";
+ mes "it's your responsibility to";
+ mes "follow through with it to completion.";
+ next;
+ mes "[Zuo Hei]";
+ mes "I don't like people who fail to";
+ mes "keep the promises they make.";
+ mes "You'll not get any information from me.";
+ mes "Don't ever bother me again.";
+ set b_sword,15;
+ close;
+ }
+ break;
+ case 15:
+ mes "[Zuo Hei]";
+ mes "Sorry, I'm busy right now.";
+ mes "Why don't you come back later.";
+ emotion e_dots;
+ close;
+ case 16:
+ switch(nakha) {
+ case 0:
+ mes "[Zuo Hei]";
+ mes "Hmm......";
+ mes "You're not done with the";
+ mes "requirement I've given you...";
+ mes "I can't give you any information";
+ mes "until you finish your job.";
+ close;
+ case 1:
+ mes "[Zuo Hei]";
+ mes "Hmm....";
+ mes "Once you start to help someone,";
+ mes "you can't just quit halfway.";
+ mes "Why don't you go and take care of them first.";
+ close;
+ case 2:
+ mes "[Zuo Hei]";
+ mes "Hmm....";
+ mes "Once you start to help someone,";
+ mes "you can't just quit halfway.";
+ mes "Why don't you go and take care of them first.";
+ close;
+ case 3:
+ mes "[Zuo Hei]";
+ mes "Hmm......";
+ mes "What do you want?";
+ next;
+ if (select("Ask about the blacksmith.:Why are you being so mean?") == 1) {
+ mes "[Zuo Hei]";
+ mes "Ahh...";
+ mes "So you are the one who found";
+ mes "the sword eh?";
+ mes "Did you also get asked to repair it?";
+ next;
+ if (select("Exactly.:No, i'm just...") == 1) {
+ mes "[Zuo Hei]";
+ mes "Hmm...";
+ mes "Since it's been shattered,";
+ mes "you'll need a very skilled smith.";
+ mes "Go to ^FF0000Geffen^000000, you'll find someone";
+ mes "who can help you.";
+ set b_sword,17;
+ close;
+ }
+ mes "[Zuo Hei]";
+ mes "Oh, I suppose not.";
+ mes "Why are you asking me, then?";
+ mes "Don't bother me anymore.";
+ mes "I've got a bunch of things to do.";
+ close;
+ }
+ mes "[Zuo Hei]";
+ mes "Grr...";
+ mes "Why should you care about the";
+ mes "someone else's personality?";
+ mes "That's none of your business.";
+ mes "Take a look in the mirror first";
+ mes "before you say things like that.";
+ emotion e_ag;
+ close;
+ case 4:
+ mes "[Zuo Hei]";
+ mes "Guess I was wasting my time.";
+ mes "If you make a promise to";
+ mes "someone, it's your";
+ mes "responsibility to";
+ mes "follow through with it to completion.";
+ next;
+ mes "[Zuo Hei]";
+ mes "I don't like people who fail";
+ mes "to keep their promises.";
+ mes "You'll not get any information from me. Don't ever bother me again.";
+ set b_sword,15;
+ close;
+ }
+ }
+ }
+ else if (b_sword < 33) {
+ mes "[Zuo Hei]";
+ mes "Hey there...uhm..";
+ mes "Didn't I tell you to go to ^FF0000Geffen^000000?";
+ mes "You'll find a famous blacksmith";
+ mes "that can repair the sword for you.";
+ mes "That's all the information I can";
+ mes "give you, really.";
+ next;
+ mes "[Zuo Hei]";
+ mes "It's up to you to make good use of it.";
+ close;
+ }
+ mes "[Zuo Hei]";
+ mes "Hmm...";
+ mes "Helping people in trouble is";
+ mes "such a nice thing to do.";
+ mes "You are doing the right thing.";
+ close;
+}
+
+geffen_in,71,112,2 script Blacksmith#SaYumMoon 731,{
+ if (b_sword < 17) {
+ mes "[Aumgarl]";
+ mes "*Sob*..*sob*....";
+ mes "My poor baby Lyroo..";
+ mes "*Sniff*...";
+ close;
+ }
+ else if (b_sword < 32) {
+ switch(b_sword) {
+ case 17:
+ mes "[Aumgarl]";
+ mes "*Sob*...";
+ mes "My poor baby Lyroo..";
+ mes "*Sniff*...";
+ next;
+ if (select("Sir...?:...........") == 1) {
+ mes "[Aumgarl]";
+ mes "Hmm...Who are you?";
+ mes "Do you need something?";
+ mes "If not, please leave...";
+ next;
+ if (select("I came to repair this sword.:I heard you are a famous blacksmith...") == 1) {
+ mes "[Aumgarl]";
+ mes "Umm...";
+ mes "I'm sorry, but we're closed.";
+ mes "Come again another time.";
+ mes "Goodbye.";
+ set b_sword,18;
+ close;
+ }
+ mes "[Aumgarl]";
+ mes "Yes, I am a blacksmith,";
+ mes "but I don't think I'm famous.";
+ mes "And unfortunately, we're closed right now.";
+ close;
+ }
+ mes "[Aumgarl]";
+ mes "If you have nothing to say to me,";
+ mes "then please leave me alone.";
+ close;
+ case 18:
+ mes "[Aumgarl]";
+ mes "Like I said, we're closed!";
+ mes "Come back later.";
+ if (rand(1,8) == 7) {
+ set b_sword,19;
+ mes "Didn't you hear me?! Sheesh!";
+ }
+ close2;
+ warp "geffen",173,169;
+ end;
+ case 19:
+ mes "[Aumgarl]";
+ mes "Hmm...";
+ mes "You're a persistent one!!";
+ mes "What is it that you want?";
+ next;
+ switch(select("I want to marry your granddaughter.:Your granddaughter is such a pretty girl.:I came to repair the sword.")) {
+ case 1:
+ mes "[Aumgarl]";
+ mes ".....";
+ mes ".........";
+ mes ".............";
+ mes "...................";
+ mes "........................";
+ next;
+ mes "[Aumgarl]";
+ mes "Who the heck are you?";
+ mes "What do you want with my";
+ mes "granddaughter all of a sudden!?";
+ mes "Get the hell out of here!";
+ mes "Don't ever come back here again!";
+ emotion e_pif;
+ close;
+ case 2:
+ mes "[Aumgarl]";
+ mes "You're darn right~";
+ mes "My granddaughter is soo~ pretty.";
+ mes "Hahaha...ah....hah...";
+ mes ".....*Sob, sob*....";
+ next;
+ switch(select("I want to marry her...:I came to repair the sword.:Anything wrong?")) {
+ case 1:
+ mes "[Aumgarl]";
+ mes ".....";
+ mes ".........";
+ mes ".............";
+ mes "...................";
+ mes "........................";
+ next;
+ mes "[Aumgarl]";
+ mes "Who the heck are you?";
+ mes "What do you want with my";
+ mes "granddaughter all of a sudden!?";
+ mes "Get out of here you pervert!";
+ mes "Don't ever come back here again!";
+ emotion e_pif;
+ close;
+ case 2:
+ mes "[Aumgarl]";
+ mes "...............";
+ mes "A sword?";
+ mes "I don't remember when the last";
+ mes "time I worked with steel was.";
+ mes "Hmm...";
+ mes "May I see the sword?";
+ next;
+ mes "[Aumgarl]";
+ mes "Hmm......";
+ mes "Hmmmm......";
+ mes "............";
+ next;
+ mes "^0000FFHe intently studied the pieces of the sword for a while.^000000";
+ next;
+ mes "[Aumgarl]";
+ mes "Hmm...";
+ mes "So this is the one, huh?";
+ mes "Well...I am sorry, but this sword";
+ mes "is not something I can repair";
+ mes "at the moment.";
+ next;
+ mes "[Aumgarl]";
+ mes "Why don't you go find";
+ mes "another blacksmith?";
+ mes "I am truly sorry.";
+ close;
+ case 3:
+ mes "[Aumgarl]";
+ mes "Um..well...";
+ mes "This is not something I normally";
+ mes "tell strangers, but....";
+ mes "My granddaughter Lyroo has";
+ mes "an incurable disease...";
+ next;
+ mes "[Aumgarl]";
+ mes "Not long after she was born,";
+ mes "her parents died from an accident.";
+ mes "Since that day, I have been taking care of her...";
+ next;
+ mes "[Aumgarl]";
+ mes "But that wasn't the end of it...";
+ mes "Soon after, she started to suffer";
+ mes "from a serious illness. I've met";
+ mes "doctors from all around";
+ mes "Rune-Midgard...";
+ next;
+ mes "[Aumgarl]";
+ mes "But not one of them could";
+ mes "diagnose her sickness...";
+ next;
+ switch(select("I am sorry to hear that.:I'll make her happy.:I want to cure her.")) {
+ case 1:
+ mes "[Aumgarl]";
+ mes "*Sigh*...";
+ mes "I'll just have to accept it";
+ mes "as her fate. I just feel";
+ mes "so sorry for Lyroo.";
+ mes "...";
+ emotion e_dots;
+ close;
+ case 2:
+ mes "[Aumgarl]";
+ mes "Umm...";
+ mes "What do you mean...?";
+ mes "'Make her happy?'";
+ mes "You're not making any sense...";
+ mes "I'm confused...";
+ next;
+ switch(select("I'll make her happy all the time.:I want to take her with me.:I will cure her.")) {
+ case 1:
+ mes "[Aumgarl]";
+ mes "...";
+ mes "What are you talking about?";
+ mes "Make her happy all the time?";
+ mes "She is dying even at";
+ mes "this moment.";
+ next;
+ mes "[Aumgarl]";
+ mes "I think you're out of";
+ mes "your mind, sicko!";
+ mes "Get out of here!";
+ close;
+ case 2:
+ mes "[Aumgarl]";
+ mes "...What do you mean?";
+ mes "You want to take her to where?";
+ mes "What are you gonna do?";
+ next;
+ if (select("I will cure her.:I am sorry.") == 1) {
+ mes "[Aumgarl]";
+ mes "It's useless talking about";
+ mes "it any longer. I don't think";
+ mes "there is anyone who can";
+ mes "cure my granddaughter.";
+ close;
+ }
+ mes "[Aumgarl]";
+ mes "Ahh...";
+ mes "I'm not blaming you.";
+ mes "It's not your fault anyway.";
+ mes "...*Sigh*...";
+ next;
+ if (select("Well...:I'll pray for her recovery.") == 1) {
+ mes "[Aumgarl]";
+ mes "Err..";
+ mes "I am sorry to ask you this...";
+ mes "But would you do me a favor?";
+ mes "Umm...";
+ next;
+ if (select("No.:Sure.") == 1) {
+ mes "[Aumgarl]";
+ mes "Err...";
+ mes "Alright, I won't bother you..";
+ mes "Goodbye...";
+ close;
+ }
+ mes "[Aumgarl]";
+ mes "It won't be easy, but";
+ mes "would you help me to find";
+ mes "a doctor...No, anybody";
+ mes "who can cure Lyroo...";
+ next;
+ mes "[Aumgarl]";
+ mes "Anyone who has any information about her illness?? Please...";
+ mes "...*Sob*...";
+ next;
+ select("Yes, Sir.");
+ mes "[Aumgarl]";
+ mes "Oh...";
+ mes "Thank you so much.";
+ mes "If Lyroo can get her health back,";
+ mes "I'll never forget your help.";
+ next;
+ mes "[Aumgarl]";
+ mes "Thank you...";
+ mes "Thank you...";
+ set b_sword,20;
+ close;
+ }
+ mes "[Aumgarl]";
+ mes "Well...thank you.";
+ mes "I'm going to try my best to";
+ mes "make her happy until the";
+ mes "very end..";
+ mes "Please come by sometime";
+ mes "to say hi to Lyroo.";
+ close;
+ case 3:
+ mes "[Aumgarl]";
+ mes ".............";
+ mes "How're you going to cure";
+ mes "my granddaughter?";
+ mes "You don't look like";
+ mes "a doctor to me.";
+ next;
+ switch(select("I am a doctor.:I know a famous doctor.:I'll cure her no matter what.")) {
+ case 1:
+ mes "[Aumgarl]";
+ mes "Ehm...";
+ mes "Do I look like a fool to you?";
+ mes "I hate people who lie like that. Get out of my sight.";
+ mes "Get out of my sight.";
+ mes " ";
+ emotion e_pif;
+ close2;
+ warp "geffen",173,169;
+ end;
+ case 2:
+ mes "[Aumgarl]";
+ mes "A famous doctor?";
+ mes "I've met all kinds of";
+ mes "famous doctors. I've";
+ mes "probably met whoever";
+ mes "you may know already.";
+ close;
+ case 3:
+ mes "[Aumgarl]";
+ mes "................";
+ mes "You want to cure her";
+ mes "no matter what?";
+ mes "How're going to do that?";
+ mes "What if it turns worse,";
+ mes "Huh?";
+ next;
+ mes "[Aumgarl]";
+ mes "I'm tired of your bragging.";
+ mes "Please just leave us alone.";
+ close;
+ }
+ }
+ case 3:
+ mes "[Aumgarl]";
+ mes ".................";
+ mes "Thanks for your concern...";
+ mes "but you're a stranger to us.";
+ mes "I can't let you do that.";
+ mes "Thanks anyways.";
+ close;
+ }
+ }
+ case 3:
+ mes "[Aumgarl]";
+ mes ".........";
+ mes "Umm...";
+ mes "I'm sorry, but I am";
+ mes "very tired right now.";
+ mes "Can't help you...";
+ close;
+ }
+ case 20:
+ case 21:
+ case 22:
+ case 23:
+ mes "[Aumgarl]";
+ mes "Hmmm...";
+ mes "Why don't you try looking";
+ mes "someplace that's always";
+ mes "crowded with people. I'm";
+ mes "sure there must be someone";
+ mes "out there who knows...";
+ close;
+ case 24:
+ case 25:
+ case 26:
+ mes "[Aumgarl]";
+ mes "Ahh...";
+ mes "Lyroo is upstairs...";
+ mes "Bue she's in pain.";
+ mes "Try not to talk to her";
+ mes "for too long.";
+ close;
+ case 27:
+ mes "[Aumgarl]";
+ mes "Oh my...";
+ mes "Thank you...";
+ mes "I never thought you'd";
+ mes "really help me.";
+ mes "Go ahead and see Lyroo.";
+ close;
+ case 28:
+ mes "[Aumgarl]";
+ mes "Thank you so much...";
+ mes "Without your help...";
+ emotion e_sob;
+ mes "it would have been hopeless.";
+ next;
+ mes "[Aumgarl]";
+ mes "Alright....";
+ mes "Is there anything I can";
+ mes "do for you? I want to";
+ mes "return your favor somehow.";
+ next;
+ switch(select("No...I don't need anything.:Would you repair the sword for me?")) {
+ case 1:
+ mes "[Aumgarl]";
+ mes "Hmm...";
+ mes "Whenever you have a favor to ask,";
+ mes "come and find me. I'll do";
+ mes "my best to help you.";
+ set b_sword,29;
+ close;
+ case 2:
+ mes "[Aumgarl]";
+ mes "Hmm....";
+ mes "Show me this sword.";
+ mes "I need to take a look at it first";
+ mes "to find out whether I can repair it or not.";
+ next;
+ mes "^0000FFYou Show the pieces of the";
+ mes "broken sword to Aumgarl.";
+ mes "....................";
+ mes "Aumgarl took a careful look";
+ mes "at the pieces for awhile...^000000";
+ next;
+ mes "...";
+ mes "...";
+ mes "...";
+ mes "...";
+ next;
+ mes "[Aumgarl]";
+ mes "Hmm...";
+ mes "It's not possible to start work";
+ mes "immediately. I'll need";
+ mes "some materials.";
+ next;
+ mes "[Aumgarl]";
+ mes "To repair this sword, I need";
+ mes "to restock my supplies.";
+ mes "Since Lyroo is upstairs in pain,";
+ mes "I don't think I can leave the house.";
+ next;
+ mes "[Aumgarl]";
+ mes "So...could you get the";
+ mes "materials for me?";
+ mes "I am sorry I am asking";
+ mes "you to do this, as well.";
+ next;
+ if (select("Umm...let's do it next time.:Alright, I'll go get them.") == 1) {
+ mes "[Aumgarl]";
+ mes "Umm.....";
+ mes "I am sorry I can't";
+ mes "help you right away.";
+ mes "Come back here when";
+ mes "you need my help then.";
+ close;
+ }
+ mes "[Aumgarl]";
+ mes "Oh~~ really?";
+ mes "Thank you!";
+ mes "I'm sure I can repair it for you.";
+ mes "Now, listen carefully,";
+ mes "this is what I will need-";
+ next;
+ mes "[Aumgarl]";
+ mes "^FF00FF One Anvil";
+ mes "2 Rough Oridecons";
+ mes "5 Broken Swords";
+ mes "2 Steels";
+ mes "1 Hammer of Blacksmith";
+ mes "2 Star Crumbs";
+ mes "5 Live Coals^000000";
+ next;
+ mes "[Aumgarl]";
+ mes "It's quite a lot, huh?";
+ mes "But these are the necessary";
+ mes "supplies we need to repair the sword.";
+ mes "I'll go find some other materials.";
+ set b_sword,30;
+ close;
+ }
+ case 29:
+ mes "[Aumgarl]";
+ mes "Oh~ It's you.";
+ mes "Got any favors to ask?";
+ mes "I'll do my best";
+ mes "to help you.";
+ next;
+ switch(select("Maybe next time...:Please repair this sword for me.")) {
+ case 1:
+ mes "[Aumgarl]";
+ mes "Well...";
+ mes "If you ever have a favor to";
+ mes "ask, come and find me.";
+ close;
+ case 2:
+ mes "[Aumgarl]";
+ mes "Hmm....";
+ mes "Show me this sword.";
+ mes "I need to take a look at it first";
+ mes "to find out whether I can repair it or not.";
+ next;
+ mes "^0000FFYou show the pieces of the";
+ mes "broken sword to Aumgarl.";
+ mes "....................";
+ mes "Aumgarl took a careful look";
+ mes "at the pieces for a while...^000000";
+ next;
+ mes "...";
+ mes "...";
+ mes "...";
+ mes "...";
+ next;
+ mes "[Aumgarl]";
+ mes "Hmm...";
+ mes "Well,";
+ mes "It's not possible to start work";
+ mes "immediately.";
+ mes "I need some materials.";
+ next;
+ mes "[Aumgarl]";
+ mes "To repair this sword, I need";
+ mes "to restock my supplies.";
+ mes "Since Lyroo is upstairs in pain,";
+ mes "I don't think I can leave the house.";
+ next;
+ mes "[Aumgarl]";
+ mes "So...could you get the";
+ mes "materials for me?";
+ mes "I am sorry I am asking";
+ mes "you to do this, as well.";
+ next;
+ if (select("Umm..let's do it next time.:Alright, I'll go get them.") == 1) {
+ mes "[Aumgarl]";
+ mes "Umm.....";
+ mes "I am sorry I can't";
+ mes "help you right away.";
+ mes "Come back here when";
+ mes "you need my help then.";
+ close;
+ }
+ mes "[Aumgarl]";
+ mes "Oh~~ really?";
+ mes "Thank you!";
+ mes "I'm sure I can repair it for you.";
+ mes "Now, listen carefully,";
+ mes "this is what I will need-";
+ next;
+ mes "[Aumgarl]";
+ mes "^FF00FF One Anvil";
+ mes "2 Rough Oridecons";
+ mes "5 Broken Swords";
+ mes "2 Steels";
+ mes "1 Hammer of Blacksmith";
+ mes "2 Star Crumbs";
+ mes "5 Live Coals^000000";
+ next;
+ mes "[Aumgarl]";
+ mes "It's quite alot, huh?";
+ mes "These are necessary supplies.";
+ mes "We need them to repair the sword.";
+ mes "I'll go find some other materials.";
+ set b_sword,30;
+ close;
+ }
+ case 30:
+ if (countitem(986) > 0 && countitem(756) > 1 && countitem(7110) > 4 && countitem(999) > 1 && countitem(1005) > 0 && countitem(1000) > 1 && countitem(7098) > 4) {
+ mes "[Aumgarl]";
+ mes "Oh, good! You got them all.";
+ mes "Alright, come back later,";
+ mes "and I'll have it repaired.";
+ delitem 986,1; //Anvil
+ delitem 756,2; //Oridecon_Stone
+ delitem 7110,5; //Vroken_Sword
+ delitem 999,2; //Steel
+ delitem 1005,1; //Hammer_Of_Blacksmith
+ delitem 1000,2; //Star_Crumb
+ delitem 7098,5; //Live_Coal
+ set b_sword,31;
+ close;
+ }
+ mes "[Aumgarl]";
+ mes "Hmm.....";
+ mes "Haven't found everything yet?";
+ mes "Here's the list again-";
+ next;
+ mes "[Aumgarl]";
+ mes "^FF00FF 1 Anvil";
+ mes "2 Rough Oridecons";
+ mes "5 Broken Swords";
+ mes "2 Steels";
+ mes "1 Hammer of Blacksmith";
+ mes "2 Star Crumbs";
+ mes "5 Live Coals^000000";
+ next;
+ mes "[Aumgarl]";
+ mes "Wrote them down?";
+ mes "I've almost found the other materials.";
+ close;
+ case 31:
+ if (rand(1,5) == 2) {
+ mes "[Aumgarl]";
+ mes "Hey, you're back.";
+ mes "Here it is! This sword";
+ mes "is a great one, for";
+ mes "sure. I noticed that at";
+ mes "first sight.";
+ mes "Indeed...";
+ next;
+ mes "[Aumgarl]";
+ mes "I haven't seen quality";
+ mes "of this magnitude in a";
+ mes "in a long time.";
+ mes "I envy you...";
+ mes "Hehehe......";
+ next;
+ mes "'You received repaired";
+ mes "'^FF0000SaYumMoon's sword^000000'.";
+ set b_sword,32;
+ getitem 1123,1; //Haedonggum
+ close;
+ }
+ mes "[Aumgarl]";
+ mes "Umm... it's not done yet.";
+ mes "Would you give me a little";
+ mes "bit more time? It's taking";
+ mes "longer than I thought. Sorry.";
+ close;
+ }
+ }
+ mes "[Aumgarl]";
+ mes "Thank you...";
+ mes "You've been a great help";
+ mes "to us. I hope my work";
+ mes "has been of some use to you.";
+ close;
+}
+
+geffen_in,106,106,7 script Girl#gnbs2 716,{
+ if (b_sword < 20) {
+ mes "[Lyroo]";
+ mes "Ah...Ah....";
+ mes "Ah...Hi.......";
+ next;
+ mes "^0000FFThis girl seems to be in serious pain...^000000";
+ close;
+ }
+ else if (b_sword < 24) {
+ mes "[Lyroo]";
+ mes "Aaa....Aaa....";
+ mes "you...you....";
+ mes "you are the....one...";
+ mes "who will....cure....";
+ mes "...me? Aa....";
+ next;
+ mes "[Lyroo]";
+ mes "..tha... thank you....";
+ next;
+ mes "^0000FFBetter stop talking to her and";
+ mes "hurry and find a cure.^000000";
+ close;
+ }
+ else if (b_sword == 24 || b_sword == 25 || b_sword == 26) {
+ mes "[Lyroo]";
+ mes "Ahh...ahh....";
+ if (Sex == 0)
+ mes "It's ..you.. pretty...sister..";
+ else
+ mes "It's ..you.. handsome...brother..";
+ mes "Ahh...heh heh...";
+ next;
+ if (select("Ask about her health condition.:Talk to her for a while.") == 1) {
+ if (rand(1,4) == 3) {
+ mes "[Lyroo]";
+ mes "Uh....umm...?";
+ mes "Umm... I...";
+ mes "I can't talk...too long..";
+ mes "So...listen....";
+ mes "carefully..please...";
+ next;
+ mes "[Lyroo]";
+ mes "^0030FFMy body...repeatedly turns cold and";
+ mes "hot... I'm not sweating at all...";
+ mes "....But I'm paralyzed...often";
+ mes "often..and...my heart beats...";
+ mes "...irregularly.^000000";
+ next;
+ mes "[Lyroo]";
+ mes "Ahh...hah~";
+ mes "...........";
+ next;
+ mes "^0000FFShe seems to have fallen asleep.^000000";
+ close;
+ }
+ mes "[Lyroo]";
+ mes "I...am...so...";
+ mes "...tired.";
+ mes ".............";
+ next;
+ mes "^0000FFShe seems to have fallen asleep.^000000";
+ close;
+ }
+ mes "[Lyroo]";
+ mes "Ahh........";
+ mes "I..want to ...talk to...you..";
+ mes "but.... sorry....";
+ next;
+ mes "^0000FFShe seems to have fallen asleep.^000000";
+ close;
+ }
+ else if (b_sword == 27) {
+ mes "[Lyroo]";
+ mes "uh...umm?";
+ if (Sex == 0)
+ mes "Ah....It's you, pretty sister...";
+ else
+ mes "Ah....It's you, handsome brother...";
+ mes "Uhm? what is that you have?";
+ next;
+ if (select("It's nothing.:It's your medicine.") == 1) {
+ mes "[Lyroo]";
+ mes "Oh...";
+ mes "Alright...";
+ mes "...";
+ next;
+ mes "^0000FFYou really should be giving her the medicine.^000000";
+ close;
+ }
+ mes "[Lyroo]";
+ mes "Ah!";
+ mes "You found the medicine~!";
+ mes "I'm...so relieved...";
+ next;
+ mes "^0000FFYou gave her the medicine you";
+ mes "received from Cylrnel.";
+ mes "After taking the medicine, Lyroo";
+ mes "fell asleep.^000000";
+ delitem 606,1; //Aloebera
+ set b_sword,28;
+ close;
+ }
+ mes "[Lyroo]";
+ mes "Heehehe...";
+ if (Sex == 0)
+ mes "Thank you my pretty sister.";
+ else
+ mes "Thank you handsome brother~";
+ mes "I'll get my health back";
+ mes "and be a strong girl!";
+ close;
+}
+
+prontera,275,86,2 script Young man#SaYumMoon 97,{
+ if (b_sword < 20) {
+ mes "[Neil]";
+ mes "Oh man, it feels so good";
+ mes "to be out of the hospital...";
+ mes "I thought I was going to be";
+ mes "there forever~!";
+ next;
+ mes "[Neil]";
+ mes "Listen guy, appreciate";
+ mes "your health, 'cuz almost";
+ mes "nothing is worse than";
+ mes "being really really sick...";
+ close;
+ }
+ mes "[Neil]";
+ mes "Not long ago, I was in the";
+ mes "hospital, stuck lying in bed...";
+ mes "No one knew what was wrong";
+ mes "with me...but I grew weaker";
+ mes "everyday...";
+ next;
+ mes "[Neil]";
+ mes "But then, this ^FF5000doctor from Juno^000000";
+ mes "arrived, and she helped me";
+ mes "recover in no time!";
+ mes "Though...I still can't walk so well.";
+ next;
+ mes "[Neil]";
+ mes "All the other doctors had said";
+ mes "my case was hopeless, and that";
+ mes "I'd never recover. Luckily,";
+ mes "this Juno doctor was able to";
+ mes "find a cure...";
+ next;
+ mes "[Neil]";
+ mes "It was a miracle!";
+ mes "I'm so happy to be alive!";
+ if (b_sword == 20) set b_sword,21;
+ close;
+}
+
+yuno,208,164,4 script Active little girl#gnbs 101,{
+ if (b_sword < 21) {
+ mes "[Hisa]";
+ mes ".....";
+ mes "This town is so boring.";
+ mes "No events, no festivals...";
+ mes "All people do all day is stay at";
+ mes "at home and study. How dull!";
+ close;
+ }
+ mes "[Hisa]";
+ mes "There's one person in Juno that";
+ mes "I still respect. Her name is ^FF5500Cylrnel^000000.";
+ next;
+ mes "[Hisa]";
+ mes "She's an expert in medical";
+ mes "treatment. Whenever someone falls";
+ mes "ill in this town, she comes to";
+ mes "cure that person right away...";
+ next;
+ mes "[Hisa]";
+ mes "She also tells me lots of";
+ mes "interesting stories about";
+ mes "her experiences. She's even";
+ mes "made a journey around the";
+ mes "world... It's so interesting!";
+ next;
+ mes "[Hisa]";
+ mes "She's probably at home after";
+ mes "coming back from some trip.";
+ mes "Haha~";
+ if (b_sword == 21) set b_sword,22;
+ if (rand(1,2) == 2) {
+ next;
+ mes "[Hisa]";
+ mes "Oh right~!";
+ mes "She's also known to be a fickle";
+ mes "and forgetful woman. So you'd better watch out, hehe~";
+ }
+ close;
+}
+
+yuno_in01,99,101,4 script Doctor#gnbs 744,{
+ if (b_sword < 23) {
+ mes "[??????]";
+ mes "I don't believe we've met";
+ mes "before, but would you mind";
+ mes "coming back later? I've got a lot of work to do at the moment.";
+ close;
+ }
+ else if (b_sword < 27) {
+ switch(b_sword) {
+ case 23:
+ mes "[Cylrnel]";
+ mes "Hello, can I help you?";
+ mes "If it's not urgent,";
+ mes "please come back later.";
+ next;
+ if (rand(1,4) == 2) {
+ mes "[Cylrnel]";
+ mes "Hmm...you look like you";
+ mes "want to ask me something?";
+ next;
+ if (select("You're so beautiful.:Do you like traveling?") == 1) {
+ if (rand(1,4) == 4) {
+ mes "[Cylrnel]";
+ mes "...excuse me?";
+ mes "Ah ha ha~";
+ mes "You're a funny guy.";
+ mes "Trying to hit on me?";
+ mes "Ah ha ha ha.";
+ next;
+ if (select("Yes, I fell in love at first sight.:I have a favor to ask.") == 1) {
+ if (rand(1,3) == 3) {
+ mes "[Cylrnel]";
+ mes "HAHAHAHHAHAHAHAH!";
+ mes "Ah...I'm sorry..";
+ mes "I haven't seen a guy like you";
+ mes "for a long time.";
+ emotion e_heh;
+ next;
+ mes "[Cylrnel]";
+ mes "You make me laugh...";
+ mes "But guess what?";
+ mes "I already know you're not";
+ mes "here to hit on me.";
+ mes "So what did you really want?";
+ next;
+ select("Well, actually...");
+ mes "^FF0000You Tell Cylrnel about Lyroo,";
+ mes "and about the favor for Aumgarl the blacksmith.^000000";
+ next;
+ if (rand(1,3) == 2) {
+ mes "[Cylrnel]";
+ mes "Hmm.....";
+ mes "So that's what happened...";
+ mes "Well, I need to know the";
+ mes "exact symptoms...go and";
+ mes "find out for me and then";
+ mes "come back afterwards.";
+ next;
+ mes "[Cylrnel]";
+ mes "Without the exact symptoms, I can't make an accurate diagnosis.";
+ set b_sword,24;
+ close;
+ }
+ mes "[Cylrnel]";
+ mes "Well now...";
+ mes "That's quite a long story.";
+ next;
+ mes "[Cylrnel]";
+ mes "I have no idea why you're";
+ mes "trying to help these people,";
+ mes "so it's a bit hard to believe";
+ mes "you...";
+ close;
+ }
+ mes "[Cylrnel]";
+ mes "Oh brother!";
+ mes "I never thought someone";
+ mes "like you could still exist.";
+ mes "I'm sorry, but you're";
+ mes "really not my type.";
+ close;
+ }
+ if (rand(1,3) == 3) {
+ mes "[Cylrnel]";
+ mes "Is that so?";
+ mes "well then,";
+ mes "Let me hear your story.";
+ next;
+ select("Well, it's like this...");
+ mes "^FF0000You Tell Cylrnel about Lyroo,";
+ mes "and about the favor of Aumgarl the blacksmith.^000000";
+ next;
+ if (rand(1,3) == 2) {
+ mes "[Cylrnel]";
+ mes "Hmm.....";
+ mes "So that's what happened...";
+ mes "Well, I need to know the";
+ mes "exact symptoms...go and";
+ mes "find out for me and then";
+ mes "come back afterwards.";
+ next;
+ mes "[Cylrnel]";
+ mes "Without the exact symptoms, I can't make an accurate diagnosis.";
+ set b_sword,24;
+ close;
+ }
+ mes "[Cylrnel]";
+ mes "Well now...";
+ mes "That's quite a long story.";
+ next;
+ mes "[Cylrnel]";
+ mes "I have no idea why you're";
+ mes "trying to help these people,";
+ mes "so it's a bit hard to believe";
+ mes "you...";
+ close;
+ }
+ mes "[Cylrnel]";
+ mes "Well...";
+ mes "While I'd like to help,";
+ mes "You're a stranger, and the";
+ mes "residents need my help.";
+ mes "I don't have any extra time";
+ mes "to help you. Please leave.";
+ close2;
+ warp "yuno",246,143;
+ end;
+ }
+ mes "[Cylrnel]";
+ mes "Ahahaha..";
+ mes "You're a funny guy.";
+ mes "But, that won't";
+ mes "work on me!";
+ close;
+ }
+ mes "[Cylrnel]";
+ mes "Err...well, I do, but...";
+ mes "If you don't have any";
+ mes "favors to ask, please leave.";
+ mes "I'm very busy right now.";
+ close;
+ }
+ mes "[Cylrnel]";
+ mes "I'm sorry, but I don't have";
+ mes "any time for you right now.";
+ close;
+ case 24:
+ mes "[Cylrnel]";
+ mes "Oh, you're back...";
+ mes "Did you figure out the symptoms?";
+ mes "I wanted to go with you, but";
+ mes "I've been really busy.";
+ next;
+ if (select("Not yet...:Yes, Here.") == 1) {
+ mes "[Cylrnel]";
+ mes "What! Why not!?";
+ mes "Hurry to her house!";
+ mes "She's in serious pain!";
+ mes "Her body could be paralyzed";
+ mes "at any moment!";
+ close;
+ }
+ mes "[Cylrnel]";
+ mes "What a relief...";
+ mes "You're earlier than I thought.";
+ mes "I'll ask you some questions about";
+ mes "her condition. Answer correctly.";
+ next;
+ mes "[Cylrnel]";
+ mes "First, how was her body temperature?";
+ set sick,0;
+ next;
+ switch(select("Very hot.:Very cold.:Normal.:Turns hot and cold repeatedly.")) {
+ case 1:
+ set .@sick1$,"Very hot.";
+ break;
+ case 2:
+ set .@sick1$,"Very cold.";
+ break;
+ case 3:
+ set .@sick1$,"Normal.";
+ break;
+ case 4:
+ set .@sick1$,"Turns hot and cold repeatedly";
+ set .@sick,.@sick+1;
+ break;
+ }
+ mes "[Cylrnel]";
+ mes "Okay...";
+ mes "Now, about physiological condition.";
+ next;
+ switch(select("No sweating at all.:Sweating all over the body.:Runny nose.:No tears, sweats at all.")) {
+ case 1:
+ set .@sick2$,"No sweating at all.";
+ set .@sick,.@sick+1;
+ break;
+ case 2:
+ set .@sick2$,"Sweating all over the body.";
+ break;
+ case 3:
+ set .@sick2$,"Runny nose.";
+ break;
+ case 4:
+ set .@sick2$,"No tears, sweats at all.";
+ break;
+ }
+ mes "[Cylrnel]";
+ mes "Next, tell me about";
+ mes "her physical condition.";
+ next;
+ switch(select("Nothing in particular.:Becomes paralyzed often.:Muscles became soft.:Muscles became hard.")) {
+ case 1:
+ set .@sick3$,"Nothing in particular.";
+ break;
+ case 2:
+ set .@sick3$,"Becomes paralyzed often.";
+ set .@sick,.@sick+1;
+ break;
+ case 3:
+ set .@sick3$,"Muscles became soft.";
+ break;
+ case 4:
+ set .@sick3$,"Muscles became hard.";
+ break;
+ }
+ mes "[Cylrnel]";
+ mes "How about internal organs?";
+ next;
+ switch(select("Stomach hurts like it's been stabbed by a knife.:Head hurts like it's been smashed by a hammer.:Heart beats irregularly.:Has difficulty in breathing.")) {
+ case 1:
+ set .@sick4$,"Stomach hurts like it's been stabbed by a knife.";
+ break;
+ case 2:
+ set .@sick4$,"Head hurts like it's been smashed by a hammer.";
+ break;
+ case 3:
+ set .@sick4$,"Heart beats irregularly.";
+ set .@sick,.@sick+1;
+ break;
+ case 4:
+ set .@sick4$,"Has difficulty in breathing.";
+ break;
+ }
+ mes "[Cylrnel]";
+ mes "Hmm.. alright.";
+ mes "Let me check this.";
+ mes "so the symptoms are";
+ mes "..............";
+ next;
+ mes "[Cylrnel]";
+ mes "^FF0000"+.@sick1$+"";
+ mes ""+.@sick2$+"";
+ mes ""+.@sick3$+"";
+ mes ""+.@sick4$+"^000000";
+ mes "right?";
+ next;
+ if (select("No..not exactly..:Yes, I am sure.") == 1) {
+ mes "[Cylrnel]";
+ mes "Then go back to her and";
+ mes "find the exact symptoms";
+ mes "right away~!!";
+ close;
+ }
+ mes "[Cylrnel]";
+ mes "You're sure about this, right?";
+ mes "If they're the wrong symptoms,";
+ mes "I can't be responsible.";
+ next;
+ if (select("Err..let me go and double check.:I'm sure.") == 1) {
+ mes "[Cylrnel]";
+ mes "Then, go back to her and";
+ mes "find the exact symptoms";
+ mes "right away~!!";
+ close;
+ }
+ mes "[Cylrnel]";
+ mes "Hmm.....";
+ mes "Aright. I'll trust you.";
+ mes "Now, go get these ingredients.";
+ mes "Get them as fast as possible.";
+ mes "Alright?";
+ next;
+ if (.@sick == 4) {
+ mes "[Cylrnel]";
+ mes "^FF00002 Yggdrasil Seeds";
+ mes "3 Aloes";
+ mes "1 Witherless Rose";
+ mes "10 Witch Starsands";
+ mes "5 Burning Hearts";
+ mes "5 Ice Cubics";
+ set b_sword,26;
+ next;
+ mes "[Cylrnel]";
+ mes "Wrote them down?";
+ mes "I'll tell you once again.";
+ mes "We need...";
+ next;
+ mes "[Cylrnel]";
+ mes "^FF00002 Yggdrasil Seeds";
+ mes "3 Aloes";
+ mes "1 Witherless Rose";
+ mes "10 Witch Starsands";
+ mes "5 Burning Hearts";
+ mes "5 Ice Cubics";
+ next;
+ }
+ else {
+ mes "[Cylrnel]";
+ mes "^FF00001 Yggdrasil Seed";
+ mes "1 Aloe";
+ mes "5 Witch Starsands";
+ mes "3 Burning Hearts";
+ mes "3 Ice Cubics";
+ set b_sword,25;
+ next;
+ mes "[Cylrnel]";
+ mes "Wrote them down?";
+ mes "I'll tell you once again.";
+ mes "We need...";
+ next;
+ mes "[Cylrnel]";
+ mes "^FF00001 Yggdrasil Seed";
+ mes "1 Aloe";
+ mes "5 Witch Starsands";
+ mes "3 Burning Hearts";
+ mes "3 Ice Cubics";
+ next;
+ }
+ mes "[Cylrnel]";
+ mes "Get them as fast as possible.";
+ mes "There isn't much time for Lyroo.";
+ close;
+ case 25:
+ if (countitem(608) > 0 && countitem(704) > 0 && countitem(1061) > 2 && countitem(7066) > 2) {
+ mes "[Cylrnel]";
+ mes "Hmm...";
+ mes "Good, you got them all.";
+ mes "Let me see now...";
+ mes ".............";
+ next;
+ mes "^FF0000Cylrnel began to mix";
+ mes "the ingredients.";
+ mes "................";
+ mes ".............";
+ mes ".........";
+ mes "......^000000";
+ next;
+ mes "[Cylrnel]";
+ mes "............";
+ mes "What the?!?!";
+ mes "...";
+ mes "Hey you...";
+ mes "You gave me the wrong information!";
+ delitem 608,1; //Seed_Of_Yggdrasil
+ delitem 704,1; //Aloe
+ delitem 1061,5; //Starsand_Of_Witch
+ delitem 7097,3; //Burning_Heart
+ delitem 7066,3; //Ice_Piece
+ set b_sword,24;
+ next;
+ mes "[Cylrnel]";
+ mes "I've chosen the ingredients";
+ mes "according to the symptoms";
+ mes "you've described...";
+ mes "But this isn't medicine!!";
+ mes "Now go and find out her exact symptoms!";
+ close2;
+ warp "yuno",246,143;
+ end;
+ }
+ mes "[Cylrnel]";
+ mes "...";
+ mes "Hey~ you don't have all";
+ mes "the ingredients yet.";
+ mes "Go get them all right away.";
+ next;
+ mes "[Cylrnel]";
+ mes "^FF00001 Seed of Yggdrasil";
+ mes "1 Aloe";
+ mes "5 Witch Starsands";
+ mes "3 Burning Hearts";
+ mes "3 Ice Cubics";
+ next;
+ mes "[Cylrnel]";
+ mes "Alright?";
+ mes "Now, hurry up!";
+ close2;
+ warp "yuno",246,143;
+ end;
+ case 26:
+ if (countitem(608) > 1 && countitem(704) > 2 && countitem(748) > 0 && countitem(1061) > 9 && countitem(7097) > 4 && countitem(7066) > 4) {
+ mes "[Cylrnel]";
+ mes "Hmm...";
+ mes "Good, you got them all.";
+ mes "Let me see..";
+ mes ".............";
+ next;
+ mes "^FF0000Cylrnel began to mix";
+ mes "the ingredients.";
+ mes "................";
+ mes ".............";
+ mes ".........";
+ mes "......^000000";
+ next;
+ mes "[Cylrnel]";
+ mes "Here~! It's done...";
+ mes "I don't think this medicine will";
+ mes "cure her disease completely.";
+ mes "However, it will greatly alleviate her pain.";
+ next;
+ mes "[Cylrnel]";
+ mes "It wasn't easy to make this";
+ mes "medicine. Take care, bring";
+ mes "this to Lyroo and give her my regards...";
+ delitem 608,2; //Seed_Of_Yggdrasil
+ delitem 704,3; //Aloe
+ delitem 748,1; //Witherless_Rose
+ delitem 1061,10; //Starsand_Of_Witch
+ delitem 7097,5; //Burning_Heart
+ delitem 7066,5; //Ice_Piece
+ set b_sword,27;
+ getitem 606,1; //Aloebera
+ close;
+ }
+ mes "[Cylrnel]";
+ mes "...";
+ mes "Hey~ You don't have all";
+ mes "the ingredients yet.";
+ mes "Go get them all right away!";
+ next;
+ mes "[Cylrnel]";
+ mes "^FF00002 Yggdrasil Seeds";
+ mes "3 Aloes";
+ mes "1 Witherless Rose";
+ mes "10 Witch Starsands";
+ mes "5 Burning Hearts";
+ mes "5 Ice Cubics";
+ next;
+ mes "[Cylrnel]";
+ mes "Alright?";
+ mes "Go get them as fast as possible.";
+ close2;
+ warp "yuno",246,143;
+ end;
+ }
+ }
+ mes "[Cylrnel]";
+ mes "Hey there...";
+ mes "How is she doing?";
+ mes "Getting better?";
+ mes "By taking that medicine,";
+ mes "she'll recover fast.";
+ next;
+ mes "[Cylrnel]";
+ mes "Tell her to come to me";
+ mes "sometime to get medical";
+ mes "treatment. Walking from her";
+ mes "house to here would be good";
+ mes "exercise too.";
+ next;
+ mes "[Cylrnel]";
+ mes "The name of her disease is";
+ mes "called '^FF0000Amarhade^000000'.";
+ mes "It's a rare, relatively";
+ mes "unknown illness, so an exact";
+ mes "treatment hasn't been found yet.";
+ next;
+ mes "[Cylrnel]";
+ mes "But I found a treatment...";
+ mes "And...it's..a...secret! Haha~!";
+ emotion e_ho;
+ close;
+}
+
+yuno_in01,104,94,0 script go away#gnbs 139,2,1,{
+OnTouch:
+ if (b_sword < 22) {
+ mes "[??????]";
+ mes "^FF0000What are you doing here?";
+ mes "Get out of here!^000000";
+ close2;
+ warp "yuno",246,143;
+ end;
+ }
+ else if (b_sword == 22) {
+ if (rand(1,10) == 10) {
+ mes "[??????]";
+ mes "I am very busy right now. Please leave.";
+ set b_sword,23;
+ close;
+ }
+ mes "[??????]";
+ mes "^FF0000What are you doing here?";
+ mes "Get out of here!^000000";
+ close2;
+ warp "yuno",246,143;
+ end;
+ }
+ end;
+}
+
+// Lost Knife
+//============================================================
+gonryun,237,226,3 script Han Ran Jiao#gon 776,{
+ if (nakha == 0) {
+ mes "[Han Ran Jiao]";
+ mes "Oh no! What will I do?!";
+ mes "I can't believe I dropped";
+ mes "my irreplaceable knife! Ahhhhhh!";
+ next;
+ if (BaseLevel >= 20) {
+ set nakha,1;
+ mes "[Han Ran Jiao]";
+ mes "I need to go down to get it";
+ mes "but...the monsters...";
+ mes "I'm so scared... What should I do?!";
+ close;
+ }
+ }
+ if (nakha == 1) {
+ mes "[Han Ran Jiao]";
+ mes "Oh no! What will I do?";
+ mes "I can't believe I dropped";
+ mes "my irreplaceable knife! Ahhhhhh!";
+ next;
+ mes "[Han Ran Jiao]";
+ mes "I need to go down to get it";
+ mes "but...the monsters...";
+ mes "I'm so scared... What should I do?!";
+ close;
+ }
+ if (nakha == 2 && countitem(1201) > 0) {
+ mes "[Han Ran Jiao]";
+ mes "Ehhhh... what should I do...";
+ mes "Oh~! I didn't notice you there.";
+ mes "Can I help you with anything?";
+ mes "Hmm?";
+ next;
+ mes "[Han Ran Jiao]";
+ mes "That...that knife!";
+ mes "That's my ancestor's sacred knife";
+ mes "that I accidentally dropped from";
+ mes "here! Where did you get it!?";
+ next;
+ mes "[Han Ran Jiao]";
+ mes "I dropped that knife from being";
+ mes "careless. It belongs to one of my";
+ mes "ancestors. I know it looks like";
+ mes "a cheap knife...";
+ next;
+ mes "[Han Ran Jiao]";
+ mes "But it has been in the";
+ mes "family for a very long time.";
+ mes "Would you please return that";
+ mes "knife to me?";
+ next;
+ if (select("Return the knife.:Refuse.") == 1) {
+ set nakha,3;
+ delitem 1201,1; //Knife
+ mes "[Han Ran Jiao]";
+ mes "Thank you! Thank you so much!";
+ mes "Please take these potions.";
+ mes "They may not be much, but they";
+ mes "are the best I can give you.";
+ getitem 505,2; //Blue_Potion
+ next;
+ mes "[Han Ran Jiao]";
+ mes "You kept my family heirloom safe!";
+ mes "I give you my deepest gratitude";
+ mes "for returning this.";
+ close;
+ }
+ mes "[Han Ran Jiao]";
+ mes "No~! My family heirloom!!";
+ mes "You scoundrel! May the spirits";
+ mes "forever haunt you! My curse shall be upon your head!";
+ close;
+ }
+ if (nakha == 2) {
+ mes "[Han Ran Jiao]";
+ mes "Oh no! What will I do?";
+ mes "I can't believe I dropped";
+ mes "my irreplaceable knife! Ahhhhhh!";
+ next;
+ mes "[Han Ran Jiao]";
+ mes "I need to go down to get it";
+ mes "but...the monsters...";
+ mes "I'm so scared... What should I do?!";
+ close;
+ }
+ if (nakha == 3) {
+ mes "[Han Ran Jiao]";
+ mes "My neighbor seemed looked pretty bothered about something...";
+ mes "Oh well, I have better things to worry about than his fancy tea.";
+ close;
+ }
+}
+
+gon_fild01,245,257,0 script #gonknife 111,3,3,{
+OnTouch:
+ if (nakha == 1) {
+ set nakha,2;
+ mes "^3355FFHm? What's this?";
+ mes " ";
+ mes "Something was hidden beneath the leaves...^000000";
+ mes " ";
+ mes "- You have found an old knife -";
+ close2;
+ getitem 1201,1; //Knife
+ }
+ end;
+}