diff options
Diffstat (limited to 'npc')
-rw-r--r-- | npc/Changelog.txt | 2 | ||||
-rw-r--r-- | npc/quests/quests_13_2.txt | 3593 |
2 files changed, 3593 insertions, 2 deletions
diff --git a/npc/Changelog.txt b/npc/Changelog.txt index 9e1446643..acda9f60e 100644 --- a/npc/Changelog.txt +++ b/npc/Changelog.txt @@ -1,6 +1,8 @@ Date Added ====== 2010/05/24 + * Rev. 14306 Added 13.2 quests 'Midgard Ore' and 'Alfheim perfume'. [L0ne_W0lf] +2010/05/24 * Rev. 14305 Some bug fixing :x Nothing to new today folks! Stay tuned. [L0ne_W0lf] - Fixed input checks in the 'Ring of Wise King' quest. (bugreport:4147) - Fixed some of the erros reported in the Oolnir scripts. (bugreport:4220) diff --git a/npc/quests/quests_13_2.txt b/npc/quests/quests_13_2.txt index 066bc8130..3a0ec9dcc 100644 --- a/npc/quests/quests_13_2.txt +++ b/npc/quests/quests_13_2.txt @@ -3,7 +3,7 @@ //===== By: ================================================== //= L0ne_W0lf //===== Current Version: ===================================== -//= 1.3 +//= 1.5 //===== Compatible With: ===================================== //= eAthena SVN //===== Description: ========================================= @@ -11,6 +11,9 @@ //= Cat Hand Addition. (Leads to 13.2 areas) //= Two Tribes //= Otherworld language +//= Daily Quests: +//= - Midgard Ore +//= - Alfheim Perfume //===== Additional Comments: ================================= //= 1.0 First version //= 1.1 Fixed unidentified_coin -> unidentified_mineral. (bugreport:4086) @@ -18,6 +21,7 @@ //= 1.3 Moved misc NPCs to the their respective city file. [L0ne_W0lf] //= 1.3 Added the "Two Tribes" quest. [L0ne_W0lf] //= 1.4 Corrected issues with Otherworld Language. (Bugreport:4147) +//= 1.5 Added daily quests: Midgard Ore, and Alfheim Perfume. //============================================================ // Cat Hand Addition. @@ -6076,4 +6080,3589 @@ mid_camp,7,3,0 script Translator Preparation#1 708,{ close; } } -*/
\ No newline at end of file +*/ + +// Daily Quests +// - Midgard Ore +// - Alfheim Perfume +//============================================================ +man_in01,372,221,5 script Scientist#lifeguard 449,{ + if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) { + if (ep13_2_tre == 0) { + mes "[Dr. Lifeguard]"; + mes "Recently, it seems like my skin is becoming really dry."; + next; + mes "[Dr. Lifeguard]"; + mes "I don't know if it's caused by the cold weather or our chronic disease getting worse."; + mes "It hasn't been too long since we administered the Bradium, so why."; + next; + mes "[Dr. Lifeguard]"; + mes "Huu... You see, we are afraid of such things... What a hard life."; + next; + select("A chronic disease?:Bradium?"); + mes "[Dr. Lifeguard]"; + mes "We Sapha, who are descendants of Hwergelmir, survived and rebuilt the Giant tribe in the flood of the blood of Ymir."; + next; + mes "[Dr. Lifeguard]"; + mes "For no apparent reason, we developed a chronic disease that makes our bodies dry and harden over time just like an old tree."; + next; + mes "[Dr. Lifeguard]"; + mes "I think that this is the curse of Ymir who bled by the gods?"; + next; + mes "[Dr. Lifeguard]"; + mes "But we couldn't just wait for death to slowly creep up on us and exterminate our entire race."; + next; + mes "[Dr. Lifeguard]"; + mes "To heal this rare disease the smartest Sapha studied and studied."; + next; + mes "[Dr. Lifeguard]"; + mes "What they found was that by injecting a refined Bradium, which is buried around Jotunheim, it can postpone the progression of the disease."; + next; + mes "[Dr. Lifeguard]"; + mes "So all of the giants of Sapha established their towns around mines to get Bradium easier."; + next; + mes "[Dr. Lifeguard]"; + mes "It seems the amount of buried Bradium is enough."; + mes "But for the eternal prosperity of our tribe, and to make the vaccine for this incurable disease, we have to study more and more."; + next; + mes "[Dr. Lifeguard]"; + mes "Bradium is the stem of our life."; + mes "But the buried Bradium will be exhausted someday, so we Scientists have to find an alternative for our descendants."; + next; + mes "[Dr. Lifeguard]"; + mes "Recently, we've learned that there are various minerals in the human world Midgard."; + next; + mes "[Dr. Lifeguard]"; + mes "Now the world called Midgard is"; + mes "like a holy place for us,"; + mes "which can bring the wind of"; + mes "revolution for us."; + next; + mes "[Dr. Lifeguard]"; + mes "Contact with Midgard"; + mes "must be the lead of Hwergelmir"; + mes "for us, the Sapha which has such"; + mes "a closed-off society."; + next; + mes "[Dr. Lifeguard]"; + mes "I'll draw a result that can"; + mes "satisfy his lead!"; + set ep13_2_tre,1; + close; + } + else if ((ep13_2_tre == 1) || (ep13_2_tre == 100)) { + if (checkweight(1201,1) == 0) { + mes "[Dr. Lifeguard]"; + mes "It looks like you're carrying too many things."; + mes "Why not put some of your items in storage and come back?"; + close; + } + + set .@dayq_chk,checkquest(2182,PLAYTIME); + if ((.@dayq_chk == 0) || (.@dayq_chk == 1)) { + mes "[Dr. Lifeguard]"; + mes "The future of the Sapha is up to you."; + mes "I do not have any need of your help right now."; + close; + } + else { + erasequest 2182; + set .@rand_dayq,rand(1,3); + if (.@rand_dayq == 1) { + mes "[Dr. Lifeguard]"; + mes "Recently, someone who came from Schwaltzvalt gave me a small mineral as a gift from his home town when he saw our study of Bradium."; + next; + mes "[Dr. Lifeguard]"; + mes "I can't say for sure until now,"; + mes "but this mineral seems to have"; + mes "many interesting features."; + next; + mes "[Dr. Lifeguard]"; + mes "As I examine this mineral"; + mes "more and more, it's really"; + mes "different from the one in Jotunheim."; + mes "This mineral must be helpful"; + mes "to make a new vaccine!"; + next; + mes "[Dr. Lifeguard]"; + mes "But the amount of the mineral"; + mes "is too little to make a"; + mes "preparation for the"; + mes "examination."; + next; + mes "[Dr. Lifeguard]"; + mes "You said you're from Rune Midgard, right? Do you think you can bring me a little bit more of that mineral.."; + next; + mes "[Dr. Lifeguard]"; + mes "He said it's from"; + mes "^FF0000Mt. Mjolnir^000000."; + mes "I think ^FF000010^000000 would be enough."; + next; + mes "[Dr. Lifeguard]"; + mes "I'll give you this portable toolbox."; + mes "Things like a detector and a little hammer for mining minerals are included in this toolbox."; + next; + mes "[Dr. Lifeguard]"; + mes "Take it, it shold be"; + mes "helpful in collecting"; + mes "the minerals I need."; + set ep13_2_tre,2; + setquest 2179; + getitem 6076,1; //Portable_Toolbox + close; + } + else if (.@rand_dayq == 2) { + mes "[Dr. Lifeguard]"; + mes "Recently, someone who came from Schwaltzvalt gave me a small mineral as a gift from his home town when he saw our study of Bradium."; + next; + mes "[Dr. Lifeguard]"; + mes "I can't say for sure until now,"; + mes "but this mineral seems to have"; + mes "many interesting features."; + next; + mes "[Dr. Lifeguard]"; + mes "As I examine this mineral"; + mes "more and more, it's really"; + mes "different from the one in Jotunheim."; + mes "This mineral must be helpful"; + mes "to make a new vaccine!"; + next; + mes "[Dr. Lifeguard]"; + mes "But the amount of the mineral"; + mes "is too little to make a"; + mes "preparation for the"; + mes "examination."; + next; + mes "[Dr. Lifeguard]"; + mes "You said you're from Rune Midgard, right? Do you think you can bring me a little bit more of that mineral.."; + next; + mes "[Dr. Lifeguard]"; + mes "He said it's from"; + mes "^FF0000Abyss Lake^000000."; + mes "I think ^FF00005^000000 would be enough."; + next; + mes "[Dr. Lifeguard]"; + mes "I'll give you this portable toolbox."; + mes "Things like a detector and a little hammer for mining minerals are included in this toolbox."; + next; + mes "[Dr. Lifeguard]"; + mes "Take it, it shold be"; + mes "helpful in collecting"; + mes "the minerals I need."; + set ep13_2_tre,3; + setquest 2180; + getitem 6076,1; //Portable_Toolbox + close; + } + else { + mes "[Dr. Lifeguard]"; + mes "Recently, someone who came from Schwaltzvalt gave me a small mineral as a gift from his home town when he saw our study of Bradium."; + next; + mes "[Dr. Lifeguard]"; + mes "I can't say for sure until now,"; + mes "but this mineral seems to have"; + mes "many interesting features."; + next; + mes "[Dr. Lifeguard]"; + mes "As I examine this mineral"; + mes "more and more, it's really"; + mes "different from the one in Jotunheim."; + mes "This mineral must be helpful"; + mes "to make a new vaccine!"; + next; + mes "[Dr. Lifeguard]"; + mes "But the amount of the mineral"; + mes "is too little to make a"; + mes "preparation for the"; + mes "examination."; + next; + mes "[Dr. Lifeguard]"; + mes "You said you're from Rune Midgard, right? Do you think you can bring me a little bit more of that mineral.."; + next; + mes "[Dr. Lifeguard]"; + mes "He said it's from"; + mes "^FF0000Thor Volcano^000000."; + mes "I think ^FF00005^000000 would be enough."; + next; + mes "[Dr. Lifeguard]"; + mes "I'll give you this portable toolbox."; + mes "Things like a detector and a little hammer for mining minerals are included in this toolbox."; + next; + mes "[Dr. Lifeguard]"; + mes "Take it, it shold be"; + mes "helpful in collecting"; + mes "the minerals I need."; + set ep13_2_tre,4; + setquest 2181; + getitem 6076,1; //Portable_Toolbox + close; + } + } + + } + else if (ep13_2_tre == 2) { + if (countitem(6077) > 9) { + mes "[Dr. Lifeguard]"; + mes "Oh! Yes, that's it!"; + mes "This much will be enough!"; + next; + mes "[Dr. Lifeguard]"; + mes "I really appreciate your help."; + next; + mes "[Dr. Lifeguard]"; + mes "These are coins of the Manuk."; + mes "This may not be much, but if you collect more, they can be used to buy some items from our merchants."; + next; + mes "[Dr. Lifeguard]"; + mes "If you want to help my study for the sake of the Sapha, come to me at any time."; + mes "I will be very happy for any help you can give."; + set .@stone_chk,countitem(6077); + set .@stoneelse_chk,countitem(6078); + delitem 6077,.@stone_chk; //Rough_Mineral + delitem 6078,.@stoneelse_chk; //Stone_Fragments + delitem 6076,1; //Portable_Toolbox + set ep13_2_tre,100; + getitem 6080,2; //Manuk_Coin + getexp 0,700000; + changequest 2179,2182; + close; + } + else { + mes "[Dr. Lifeguard]"; + mes "The future of the Sapha is up to you."; + mes "I wish you good luck."; + close; + } + } + else if (ep13_2_tre == 3) { + if (countitem(6077) > 4) { + mes "[Dr. Lifeguard]"; + mes "Oh! Yes, that's it!"; + mes "This much will be enough!"; + next; + mes "[Dr. Lifeguard]"; + mes "I really appreciate your help."; + next; + mes "[Dr. Lifeguard]"; + mes "These are coins of the Manuk."; + mes "This may not be much, but if you collect more, they can be used to buy some items from our merchants."; + next; + mes "[Dr. Lifeguard]"; + mes "If you want to help my study for the sake of the Sapha, come to me at any time."; + mes "I will be very happy for any help you can give."; + set .@stone_chk,countitem(6077); + set .@stoneelse_chk,countitem(6078); + delitem 6077,.@stone_chk; //Rough_Mineral + delitem 6078,.@stoneelse_chk; //Stone_Fragments + delitem 6076,1; //Portable_Toolbox + set ep13_2_tre,100; + getitem 6080,2; //Manuk_Coin + getexp 0,700000; + changequest 2180,2182; + close; + } + else { + mes "[Dr. Lifeguard]"; + mes "The future of the Sapha is up to you."; + mes "I wish you good luck."; + close; + } + } + else if (ep13_2_tre == 4) { + if (countitem(6077) > 4) { + mes "[Dr. Lifeguard]"; + mes "Oh! Yes, that's it!"; + mes "This much will be enough!"; + next; + mes "[Dr. Lifeguard]"; + mes "I really appreciate your help."; + next; + mes "[Dr. Lifeguard]"; + mes "These are coins of the Manuk."; + mes "This may not be much, but if you collect more, they can be used to buy some items from our merchants."; + next; + mes "[Dr. Lifeguard]"; + mes "If you want to help my study for the sake of the Sapha, come to me at any time."; + mes "I will be very happy for any help you can give."; + set .@stone_chk,countitem(6077); + set .@stoneelse_chk,countitem(6078); + delitem 6077,.@stone_chk; //Rough_Mineral + delitem 6078,.@stoneelse_chk; //Stone_Fragments + delitem 6076,1; //Portable_Toolbox + set ep13_2_tre,100; + getitem 6080,2; //Manuk_Coin + getexp 0,700000; + changequest 2181,2182; + close; + } + else { + mes "[Dr. Lifeguard]"; + mes "The future of the Sapha is up to you."; + mes "I wish you good luck."; + close; + } + } + else { + mes "[Dr. Lifeguard]"; + mes "Hmm..."; + close; + } + } + else { + mes "[Scientist]"; + mes "Pdh doud pjfdd"; + mes "fo pdi Wrdpp doff"; + mes "WosNuffremu Ha TurAshTi"; + mes "SeGothShar An AshDur"; + mes "UorVeLars No Ador"; + close; + } +} + +mjolnir_01,364,256,0 script #mj01_find -1,5,5,{ + end; + +OnTouch: + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -"; + next; + switch(select("Check current location.:Do nothing.")) { + case 1: + mes "- You pressed the button of the detector. -"; + next; + mes "[Mineral Detector]"; + mes "Bee beep -"; + viewpoint 1,32,309,1,0x00FF00; + viewpoint 1,217,34,2,0x00FF00; + close; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + } + end; +} + +mjolnir_01,32,309,3 script #mj01_01 111,7,7,{ + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -"; + next; + switch(select("Mine minerals.:Do nothing.")) { + case 1: + mes "Clang! Clang! Clang! Clang!"; + progressbar "ffff00",4; + next; + set .@get_stone,rand(1,6); + if (.@get_stone < 4) { + mes "- You failed to mine minerals. -"; + getitem 6078,1; //Stone_Fragments + close; + } + else { + mes "- You succeeded to mine minerals. -"; + emotion e_ic,1; + set .@stst,rand(1,5); + if (.@stst == 5) { + getitem 6077,5; //Rough_Mineral + } + else if (.@stst == 1) { + getitem 6077,1; //Rough_Mineral + } + else { + getitem 6077,2; //Rough_Mineral + } + close2; + donpcevent "#mj01_01_t::OnEnable"; + disablenpc "#mj01_01"; + end; + } + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + else { + mes "- I think I have enough minerals. -"; + close; + } + } + end; + +OnInit: + enablenpc "#mj01_01"; + end; + +.@get_stone: + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + specialeffect EF_COUPLECASTING; + } + } + end; +} + +mjolnir_01,1,1,3 script #mj01_01_t 111,{ + end; + +OnEnable: + initnpctimer; + end; + +OnTimer60000: + enablenpc "#mj01_01"; + stopnpctimer; + end; +} + +mjolnir_01,32,309,3 script #mj01_02 111,7,7,{ + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -"; + next; + switch(select("Mine minerals.:Do nothing.")) { + case 1: + mes "Clang! Clang! Clang! Clang!"; + progressbar "ffff00",4; + next; + set .@get_stone,rand(1,6); + if (.@get_stone < 4) { + mes "- You failed to mine minerals. -"; + getitem 6078,1; //Stone_Fragments + close; + } + else { + mes "- You succeeded to mine minerals. -"; + emotion e_ic,1; + set .@stst,rand(1,5); + if (.@stst == 5) { + getitem 6077,5; //Rough_Mineral + } + else if (.@stst == 1) { + getitem 6077,1; //Rough_Mineral + } + else { + getitem 6077,2; //Rough_Mineral + } + close2; + donpcevent "#mj01_02_t::OnEnable"; + disablenpc "#mj01_02"; + end; + } + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + else { + mes "- I think I have enough minerals. -"; + close; + } + } + end; + +OnInit: + enablenpc "#mj01_02"; + end; + +.@get_stone: + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + specialeffect EF_COUPLECASTING; + } + } + end; +} + +mjolnir_01,1,1,3 script #mj01_02_t 111,{ +OnEnable: + initnpctimer; + end; + +OnTimer60000: + enablenpc "#mj01_02"; + stopnpctimer; + end; +} + +mjolnir_02,313,289,0 script #mj02_find_1 -1,5,5,{ + end; + +OnTouch: + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -"; + next; + switch(select("Check current location.:Do nothing.")) { + case 1: + mes "- You pressed the button of the detector. -"; + next; + mes "[Mineral Detector]"; + mes "Bee beep -"; + viewpoint 1,90,195,1,0x00FF00; + viewpoint 1,206,187,2,0x00FF00; + close; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + } + end; +} + +mjolnir_02,78,258,0 script #mj02_find_2 -1,5,5,{ + end; + +OnTouch: + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -"; + next; + switch(select("Check current location.:Do nothing.")) { + case 1: + mes "- You pressed the button of the detector. -"; + next; + mes "[Mineral Detector]"; + mes "Bee beep -"; + viewpoint 1,90,195,1,0x00FF00; + viewpoint 1,206,187,2,0x00FF00; + close; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + } + end; +} + +mjolnir_02,90,195,3 script #mj02_01 111,5,10,{ + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -"; + next; + switch(select("Mine minerals.:Do nothing.")) { + case 1: + mes "Clang! Clang! Clang! Clang!"; + progressbar "ffff00",4; + next; + set .@get_stone,rand(1,6); + if (.@get_stone < 4) { + mes "- You failed to mine minerals. -"; + getitem 6078,1; //Stone_Fragments + close; + } + else { + mes "- You succeeded to mine minerals. -"; + emotion e_ic,1; + set .@stst,rand(1,5); + if (.@stst == 5) { + getitem 6077,5; //Rough_Mineral + } + else if (.@stst == 1) { + getitem 6077,1; //Rough_Mineral + } + else { + getitem 6077,2; //Rough_Mineral + } + close2; + donpcevent "#mj02_01_t::OnEnable"; + disablenpc "#mj02_01"; + end; + } + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + else { + mes "- I think I have enough minerals. -"; + close; + } + } + end; + +OnInit: + enablenpc "#mj02_01"; + end; + +OnTouch: + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + specialeffect EF_COUPLECASTING; + } + } + end; +} + +mjolnir_02,1,1,3 script #mj02_01_t 111,{ +OnEnable: + initnpctimer; + end; + +OnTimer60000: + enablenpc "#mj02_01"; + stopnpctimer; + end; +} + +mjolnir_02,206,187,3 script #mj02_02 111,7,7,{ + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -"; + next; + switch(select("Mine minerals.:Do nothing.")) { + case 1: + mes "Clang! Clang! Clang! Clang!"; + progressbar "ffff00",4; + next; + set .@get_stone,rand(1,6); + if (.@get_stone < 4) { + mes "- You failed to mine minerals. -"; + getitem 6078,1; //Stone_Fragments + close; + } + else { + mes "- You succeeded to mine minerals. -"; + emotion e_ic,1; + set .@stst,rand(1,5); + if (.@stst == 5) { + getitem 6077,5; //Rough_Mineral + } + else if (.@stst == 1) { + getitem 6077,1; //Rough_Mineral + } + else { + getitem 6077,2; //Rough_Mineral + } + close2; + donpcevent "#mj02_02_t::OnEnable"; + disablenpc "#mj02_02"; + end; + } + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + else { + mes "- I think I have enough minerals. -"; + close; + } + } + end; + +OnInit: + enablenpc "#mj02_02"; + end; + +OnTouch: + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + specialeffect EF_COUPLECASTING; + } + } + end; +} + +mjolnir_02,1,1,3 script #mj02_02_t 111,{ +OnEnable: + initnpctimer; + end; + +OnTimer60000: + enablenpc "#mj02_02"; + stopnpctimer; + end; +} + +mjolnir_03,76,258,0 script #mj03_find_1 -1,5,5,{ + end; + +OnTouch: + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -"; + next; + switch(select("Check current location.:Do nothing.")) { + case 1: + mes "- You pressed the button of the detector. -"; + next; + mes "[Mineral Detector]"; + mes "Bee beep -"; + next; + mes "- Nothing's found. -"; + close; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + } + end; +} + +mjolnir_03,227,204,0 script #mj03_find_2 -1,5,5,{ + end; + +OnTouch: + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -"; + next; + switch(select("Check current location.:Do nothing.")) { + case 1: + mes "- You pressed the button of the detector. -"; + next; + mes "[Mineral Detector]"; + mes "Bee beep -"; + next; + mes "- Nothing's found. -"; + close; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + } + end; +} + +mjolnir_04,147,208,0 script #mj04_find_1 -1,5,5,{ + end; + +OnTouch: + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -"; + next; + switch(select("Check current location.:Do nothing.")) { + case 1: + mes "- You pressed the button of the detector. -"; + next; + mes "[Mineral Detector]"; + mes "Bee beep -"; + viewpoint 1,125,380,1,0x00FF00; + viewpoint 1,220,130,2,0x00FF00; + close; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + } + end; +} + +mjolnir_04,160,77,0 script #mj04_find_2 -1,5,5,{ + end; + +OnTouch: + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -"; + next; + switch(select("Check current location.:Do nothing.")) { + case 1: + mes "- You pressed the button of the detector. -"; + next; + mes "[Mineral Detector]"; + mes "Bee beep -"; + viewpoint 1,125,380,1,0x00FF00; + viewpoint 1,220,130,2,0x00FF00; + close; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + } + end; +} + +mjolnir_04,361,174,0 script #mj04_find_3 -1,5,5,{ + end; + +OnTouch: + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -"; + next; + switch(select("Check current location.:Do nothing.")) { + case 1: + mes "- You pressed the button of the detector. -"; + next; + mes "[Mineral Detector]"; + mes "Bee beep -"; + viewpoint 1,125,380,1,0x00FF00; + viewpoint 1,220,130,2,0x00FF00; + close; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + } + end; +} + +mjolnir_04,125,380,3 script #mj04_01 111,7,7,{ + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -"; + next; + switch(select("Mine minerals.:Do nothing.")) { + case 1: + mes "Clang! Clang! Clang! Clang!"; + progressbar "ffff00",4; + next; + set .@get_stone,rand(1,6); + if (.@get_stone < 4) { + mes "- You failed to mine minerals. -"; + getitem 6078,1; //Stone_Fragments + close; + } + else { + mes "- You succeeded to mine minerals. -"; + emotion e_ic,1; + set .@stst,rand(1,5); + if (.@stst == 5) { + getitem 6077,5; //Rough_Mineral + } + else if (.@stst == 1) { + getitem 6077,1; //Rough_Mineral + } + else { + getitem 6077,2; //Rough_Mineral + } + close2; + donpcevent "#mj04_01_t::OnEnable"; + disablenpc "#mj04_01"; + end; + } + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + else { + mes "- I think I have enough minerals. -"; + close; + } + } + end; + +OnInit: + enablenpc "#mj04_01"; + end; + +OnTouch: + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + specialeffect EF_COUPLECASTING; + } + } + end; +} + +mjolnir_04,1,1,3 script #mj04_01_t 111,{ +OnEnable: + initnpctimer; + end; + +OnTimer60000: + enablenpc "#mj04_01"; + stopnpctimer; + end; +} + +mjolnir_04,220,130,3 script #mj04_02 111,7,7,{ + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -"; + next; + switch(select("Mine minerals.:Do nothing.")) { + case 1: + mes "Clang! Clang! Clang! Clang!"; + progressbar "ffff00",4; + next; + set .@get_stone,rand(1,6); + if (.@get_stone < 4) { + mes "- You failed to mine minerals. -"; + getitem 6078,1; //Stone_Fragments + close; + } + else { + mes "- You succeeded to mine minerals. -"; + emotion e_ic,1; + set .@stst,rand(1,5); + if (.@stst == 5) { + getitem 6077,5; //Rough_Mineral + } + else if (.@stst == 1) { + getitem 6077,1; //Rough_Mineral + } + else { + getitem 6077,2; //Rough_Mineral + } + close2; + donpcevent "#mj04_02_t::OnEnable"; + disablenpc "#mj04_02"; + end; + } + break; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + else { + mes "- I think I have enough minerals. -"; + close; + } + } + end; + +OnInit: + enablenpc "#mj04_02"; + end; + +OnTouch: + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + specialeffect EF_COUPLECASTING; + } + } + end; +} + +mjolnir_04,1,1,3 script #mj04_02_t 111,{ +OnEnable: + initnpctimer; + end; + +OnTimer60000: + enablenpc "#mj04_02"; + stopnpctimer; + end; +} + +mjolnir_05,82,171,0 script #mj05_find_1 -1,5,5,{ + end; + +OnTouch: + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -"; + next; + switch(select("Check current location.:Do nothing.")) { + case 1: + mes "- You pressed the button of the detector. -"; + next; + mes "[Mineral Detector]"; + mes "Bee beep -"; + next; + mes "- Nothing's found. -"; + close; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + } + end; +} + +mjolnir_05,219,375,0 script #mj05_find_2 -1,5,5,{ + end; + +OnTouch: + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -"; + next; + switch(select("Check current location.:Do nothing.")) { + case 1: + mes "- You pressed the button of the detector. -"; + next; + mes "[Mineral Detector]"; + mes "Bee beep -"; + next; + mes "- Nothing's found. -"; + close; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + } + end; +} + +mjolnir_06,28,332,0 script #mj06_find_1 -1,5,5,{ + end; + +OnTouch: + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -"; + next; + switch(select("Check current location.:Do nothing.")) { + case 1: + mes "- You pressed the button of the detector. -"; + next; + mes "[Mineral Detector]"; + mes "Bee beep -"; + next; + mes "- Nothing's found. -"; + close; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + } + end; +} + +mjolnir_06,275,50,0 script #mj06_find_2 -1,5,5,{ + end; + +OnTouch: + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -"; + next; + switch(select("Check current location.:Do nothing.")) { + case 1: + mes "- You pressed the button of the detector. -"; + next; + mes "[Mineral Detector]"; + mes "Bee beep -"; + next; + mes "- Nothing's found. -"; + close; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + } + end; +} + +mjolnir_06,371,78,0 script #mj06_find_3 -1,5,5,{ + end; + +OnTouch: + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -"; + next; + switch(select("Check current location.:Do nothing.")) { + case 1: + mes "- You pressed the button of the detector. -"; + next; + mes "[Mineral Detector]"; + mes "Bee beep -"; + next; + mes "- Nothing's found. -"; + close; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + } + end; +} + +mjolnir_07,26,373,0 script #mj07_find_1 -1,5,5,{ + end; + +OnTouch: + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -"; + next; + switch(select("Check current location.:Do nothing.")) { + case 1: + mes "- You pressed the button of the detector. -"; + next; + mes "[Mineral Detector]"; + mes "Bee beep -"; + next; + mes "- Nothing's found. -"; + close; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + } + end; +} + +mjolnir_07,214,373,0 script #mj07_find_2 -1,5,5,{ + end; + +OnTouch: + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -"; + next; + switch(select("Check current location.:Do nothing.")) { + case 1: + mes "- You pressed the button of the detector. -"; + next; + mes "[Mineral Detector]"; + mes "Bee beep -"; + next; + mes "- Nothing's found. -"; + close; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + } + end; +} + +mjolnir_07,372,355,0 script #mj07_find_3 -1,5,5,{ + end; + +OnTouch: + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -"; + next; + switch(select("Check current location.:Do nothing.")) { + case 1: + mes "- You pressed the button of the detector. -"; + next; + mes "[Mineral Detector]"; + mes "Bee beep -"; + next; + mes "- Nothing's found. -"; + close; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + } + end; +} + +mjolnir_07,375,233,0 script #mj07_find_4 -1,5,5,{ + end; + +OnTouch: + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -"; + next; + switch(select("Check current location.:Do nothing.")) { + case 1: + mes "- You pressed the button of the detector. -"; + next; + mes "[Mineral Detector]"; + mes "Bee beep -"; + next; + mes "- Nothing's found. -"; + close; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + } + end; +} + +mjolnir_07,26,78,0 script #mj07_find_5 -1,5,5,{ + end; + +OnTouch: + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -"; + next; + switch(select("Check current location.:Do nothing.")) { + case 1: + mes "- You pressed the button of the detector. -"; + next; + mes "[Mineral Detector]"; + mes "Bee beep -"; + next; + mes "- Nothing's found. -"; + close; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + } + end; +} + +mjolnir_07,157,25,0 script #mj07_find_6 -1,5,5,{ + end; + +OnTouch: + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -"; + next; + switch(select("Check current location.:Do nothing.")) { + case 1: + mes "- You pressed the button of the detector. -"; + next; + mes "[Mineral Detector]"; + mes "Bee beep -"; + next; + mes "- Nothing's found. -"; + close; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + } + end; +} + +mjolnir_08,39,239,0 script #mj08_find_1 -1,5,5,{ + end; + +OnTouch: + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -"; + next; + switch(select("Check current location.:Do nothing.")) { + case 1: + mes "- You pressed the button of the detector. -"; + next; + mes "[Mineral Detector]"; + mes "Bee beep -"; + next; + mes "- Nothing's found. -"; + close; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + } + end; +} + +mjolnir_08,36,344,0 script #mj08_find_2 -1,5,5,{ + end; + +OnTouch: + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -"; + next; + switch(select("Check current location.:Do nothing.")) { + case 1: + mes "- You pressed the button of the detector. -"; + next; + mes "[Mineral Detector]"; + mes "Bee beep -"; + next; + mes "- Nothing's found. -"; + close; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + } + end; +} + +mjolnir_08,160,349,0 script #mj08_find_3 -1,5,5,{ + end; + +OnTouch: + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -"; + next; + switch(select("Check current location.:Do nothing.")) { + case 1: + mes "- You pressed the button of the detector. -"; + next; + mes "[Mineral Detector]"; + mes "Bee beep -"; + next; + mes "- Nothing's found. -"; + close; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + } + end; +} + +mjolnir_08,359,258,0 script #mj08_find_4 -1,5,5,{ + end; + +OnTouch: + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -"; + next; + switch(select("Check current location.:Do nothing.")) { + case 1: + mes "- You pressed the button of the detector. -"; + next; + mes "[Mineral Detector]"; + mes "Bee beep -"; + next; + mes "- Nothing's found. -"; + close; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + } + end; +} + +mjolnir_08,193,62,0 script #mj08_find_5 -1,5,5,{ + end; + +OnTouch: + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -"; + next; + switch(select("Check current location.:Do nothing.")) { + case 1: + mes "- You pressed the button of the detector. -"; + next; + mes "[Mineral Detector]"; + mes "Bee beep -"; + next; + mes "- Nothing's found. -"; + close; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + } + end; +} + +mjolnir_09,201,355,0 script #mj09_find_1 -1,5,5,{ + end; + +OnTouch: + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -"; + next; + switch(select("Check current location.:Do nothing.")) { + case 1: + mes "- You pressed the button of the detector. -"; + next; + mes "[Mineral Detector]"; + mes "Bee beep -"; + viewpoint 1,229,214,1,0x00FF00; + close; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + } + end; +} + +mjolnir_09,38,243,0 script #mj09_find_2 -1,5,5,{ + end; + +OnTouch: + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -"; + next; + switch(select("Check current location.:Do nothing.")) { + case 1: + mes "- You pressed the button of the detector. -"; + next; + mes "[Mineral Detector]"; + mes "Bee beep -"; + viewpoint 1,229,214,1,0x00FF00; + close; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + } + end; +} + +mjolnir_09,106,36,0 script #mj09_find_3 -1,5,5,{ + end; + +OnTouch: + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -"; + next; + switch(select("Check current location.:Do nothing.")) { + case 1: + mes "- You pressed the button of the detector. -"; + next; + mes "[Mineral Detector]"; + mes "Bee beep -"; + viewpoint 1,229,214,1,0x00FF00; + close; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + } + end; +} + +mjolnir_09,306,36,0 script #mj09_find_4 -1,5,5,{ + end; + +OnTouch: + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -"; + next; + switch(select("Check current location.:Do nothing.")) { + case 1: + mes "- You pressed the button of the detector. -"; + next; + mes "[Mineral Detector]"; + mes "Bee beep -"; + viewpoint 1,229,214,1,0x00FF00; + close; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + } + end; +} + +mjolnir_09,369,279,0 script #mj09_find_5 -1,5,5,{ + end; + +OnTouch: + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -"; + next; + switch(select("Check current location.:Do nothing.")) { + case 1: + mes "- You pressed the button of the detector. -"; + next; + mes "[Mineral Detector]"; + mes "Bee beep -"; + viewpoint 1,229,214,1,0x00FF00; + close; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + } + end; +} + +mjolnir_09,229,214,3 script #mj09_01 111,10,10,{ + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -"; + next; + switch(select("Mine minerals.:Do nothing.")) { + case 1: + mes "Clang! Clang! Clang! Clang!"; + progressbar "ffff00",4; + next; + set .@get_stone,rand(1,6); + if (.@get_stone < 4) { + mes "- You failed to mine minerals. -"; + getitem 6078,1; //Stone_Fragments + close; + } + else { + mes "- You succeeded to mine minerals. -"; + emotion e_ic,1; + set .@stst,rand(1,5); + if (.@stst == 5) { + getitem 6077,5; //Rough_Mineral + } + else if (.@stst == 1) { + getitem 6077,1; //Rough_Mineral + } + else { + getitem 6077,2; //Rough_Mineral + } + close2; + donpcevent "#mj09_01_t::OnEnable"; + disablenpc "#mj09_01"; + end; + } + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + else { + mes "- I think I have enough minerals. -"; + close; + } + } + end; + +OnInit: + enablenpc "#mj09_01"; + end; + +OnTouch: + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + specialeffect EF_COUPLECASTING; + } + } + end; +} + +mjolnir_09,1,1,3 script #mj09_01_t 111,{ +OnEnable: + initnpctimer; + end; + +OnTimer60000: + enablenpc "#mj09_01"; + stopnpctimer; + end; +} + +mjolnir_10,201,355,0 script #mj10_find_1 -1,5,5,{ + end; + +OnTouch: + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -"; + next; + switch(select("Check current location.:Do nothing.")) { + case 1: + mes "- You pressed the button of the detector. -"; + next; + mes "[Mineral Detector]"; + mes "Bee beep -"; + viewpoint 1,188,260,1,0x00FF00; + close; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + } + end; +} + +mjolnir_10,374,215,0 script #mj10_find_2 -1,5,5,{ + end; + +OnTouch: + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -"; + next; + switch(select("Check current location.:Do nothing.")) { + case 1: + mes "- You pressed the button of the detector. -"; + next; + mes "[Mineral Detector]"; + mes "Bee beep -"; + viewpoint 1,188,260,1,0x00FF00; + close; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + } + end; +} + +mjolnir_10,272,20,0 script #mj10_find_3 -1,5,5,{ + end; + +OnTouch: + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -"; + next; + switch(select("Check current location.:Do nothing.")) { + case 1: + mes "- You pressed the button of the detector. -"; + next; + mes "[Mineral Detector]"; + mes "Bee beep -"; + viewpoint 1,188,260,1,0x00FF00; + close; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + } + end; +} + +mjolnir_10,75,22,0 script #mj10_find_4 -1,5,5,{ + end; + +OnTouch: + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -"; + next; + switch(select("Check current location.:Do nothing.")) { + case 1: + mes "- You pressed the button of the detector. -"; + next; + mes "[Mineral Detector]"; + mes "Bee beep -"; + viewpoint 1,188,260,1,0x00FF00; + close; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + } + end; +} + +mjolnir_10,27,258,0 script #mj10_find_5 -1,5,5,{ + end; + +OnTouch: + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -"; + next; + switch(select("Check current location.:Do nothing.")) { + case 1: + mes "- You pressed the button of the detector. -"; + next; + mes "[Mineral Detector]"; + mes "Bee beep -"; + viewpoint 1,229,214,1,0x00FF00; + close; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + } + end; +} + +mjolnir_10,188,260,3 script #mj10_01 111,10,10,{ + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -"; + next; + switch(select("Mine minerals.:Do nothing.")) { + case 1: + mes "Clang! Clang! Clang! Clang!"; + progressbar "ffff00",4; + next; + set .@get_stone,rand(1,6); + if (.@get_stone < 4) { + mes "- You failed to mine minerals. -"; + getitem 6078,1; //Stone_Fragments + } + else { + mes "- You succeeded to mine minerals. -"; + emotion e_ic,1; + set .@stst,rand(1,5); + if (.@stst == 5) { + getitem 6077,5; //Rough_Mineral + } + else if (.@stst == 1) { + getitem 6077,1; //Rough_Mineral + } + else { + getitem 6077,2; //Rough_Mineral + } + + close2; + donpcevent "#mj10_01_t::OnEnable"; + disablenpc "#mj10_01"; + end; + } + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + else { + mes "- I think I have enough minerals. -"; + close; + } + } + end; + +OnInit: + enablenpc "#mj10_01"; + end; + +OnTouch: + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + specialeffect EF_COUPLECASTING; + } + } + end; +} + +mjolnir_10,1,1,3 script #mj10_01_t 111,{ +OnEnable: + initnpctimer; + end; + +OnTimer60000: + enablenpc "#mj10_01"; + stopnpctimer; + end; +} + +mjolnir_11,29,220,0 script #mj11_find_1 -1,5,5,{ + end; + +OnTouch: + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -"; + next; + switch(select("Check current location.:Do nothing.")) { + case 1: + mes "- You pressed the button of the detector. -"; + mes "[Mineral Detector]"; + mes "Bee beep -"; + next; + mes "- Nothing's found. -"; + close; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + } + end; +} + +mjolnir_11,175,29,0 script #mj11_find_2 -1,5,5,{ + end; + +OnTouch: + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -"; + next; + switch(select("Check current location.:Do nothing.")) { + case 1: + mes "- You pressed the button of the detector. -"; + next; + mes "[Mineral Detector]"; + mes "Bee beep -"; + next; + mes "- Nothing's found. -"; + close; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + } + end; +} + +mjolnir_12,199,370,0 script #mj12_find_1 -1,5,5,{ + end; + +OnTouch: + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -"; + next; + switch(select("Check current location.:Do nothing.")) { + case 1: + mes "- You pressed the button of the detector. -"; + mes "[Mineral Detector]"; + mes "Bee beep -"; + next; + mes "- Nothing's found. -"; + close; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + } + end; +} + +mjolnir_12,44,25,0 script #mj12_find_2 -1,5,5,{ + end; + +OnTouch: + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -"; + next; + switch(select("Check current location.:Do nothing.")) { + case 1: + mes "- You pressed the button of the detector. -"; + next; + mes "[Mineral Detector]"; + mes "Bee beep -"; + next; + mes "- Nothing's found. -"; + close; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + } + end; +} + +mjolnir_12,220,37,0 script #mj12_find_3 -1,5,5,{ + end; + +OnTouch: + if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { + if (countitem(6077) < 10) { + mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -"; + next; + switch(select("Check current location.:Do nothing.")) { + case 1: + mes "- You pressed the button of the detector. -"; + next; + mes "[Mineral Detector]"; + mes "Bee beep -"; + next; + mes "- Nothing's found. -"; + close; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + } + end; +} + +hu_fild05,335,152,0 script #hu_find_1 -1,5,5,{ + end; + +OnTouch: + if ((ep13_2_tre == 3) && (countitem(6076) == 1)) { + if (countitem(6077) < 5) { + mes "- Just arrived at Abyss Lake. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -"; + next; + switch(select("Check current location.:Do nothing.")) { + case 1: + mes "- You pressed the button of the detector. -"; + next; + mes "[Mineral Detector]"; + mes "Bee beep -"; + viewpoint 1,251,345,1,0x00FF00; + viewpoint 1,134,322,2,0x00FF00; + viewpoint 1,72,104,3,0x00FF00; + viewpoint 1,65,99,4,0x00FF00; + viewpoint 1,323,84,5,0x00FF00; + close; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + } + end; +} + +hu_fild05,89,52,0 script #hu_find_2 -1,5,5,{ + end; + +OnTouch: + if ((ep13_2_tre == 3) && (countitem(6076) == 1)) { + if (countitem(6077) < 5) { + mes "- Just arrived at Abyss Lake. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -"; + next; + switch(select("Check current location.:Do nothing.")) { + case 1: + mes "- You pressed the button of the detector. -"; + next; + mes "[Mineral Detector]"; + mes "Bee beep -"; + viewpoint 1,251,345,1,0x00FF00; + viewpoint 1,134,322,2,0x00FF00; + viewpoint 1,72,104,3,0x00FF00; + viewpoint 1,65,99,4,0x00FF00; + viewpoint 1,323,84,5,0x00FF00; + close; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + } + end; +} + +hu_fild05,42,205,0 script #hu_find_3 -1,5,5,{ + end; + +OnTouch: + if ((ep13_2_tre == 3) && (countitem(6076) == 1)) { + if (countitem(6077) < 5) { + mes "- Just arrived at Abyss Lake. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -"; + next; + switch(select("Check current location.:Do nothing.")) { + case 1: + mes "- You pressed the button of the detector. -"; + next; + mes "[Mineral Detector]"; + mes "Bee beep -"; + viewpoint 1,251,345,1,0x00FF00; + viewpoint 1,134,322,2,0x00FF00; + viewpoint 1,72,104,3,0x00FF00; + viewpoint 1,65,99,4,0x00FF00; + viewpoint 1,323,84,5,0x00FF00; + close; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + } + end; +} + +hu_fild05,276,349,0 script #hu_find_4 -1,5,5,{ + end; + +OnTouch: + if ((ep13_2_tre == 3) && (countitem(6076) == 1)) { + if (countitem(6077) < 5) { + mes "- Just arrived at Abyss Lake. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -"; + next; + switch(select("Check current location.:Do nothing.")) { + case 1: + mes "- You pressed the button of the detector. -"; + next; + mes "[Mineral Detector]"; + mes "Bee beep -"; + viewpoint 1,251,345,1,0x00FF00; + viewpoint 1,134,322,2,0x00FF00; + viewpoint 1,72,104,3,0x00FF00; + viewpoint 1,65,99,4,0x00FF00; + viewpoint 1,323,84,5,0x00FF00; + close; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + } + end; +} + +hu_fild05,251,345,3 script #hu_01 111,10,10,{ + if ((ep13_2_tre == 3) && (countitem(6076) == 1)) { + if (countitem(6077) < 5) { + mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -"; + next; + switch(select("Mine minerals.:Do nothing.")) { + case 1: + mes "Clang! Clang! Clang! Clang!"; + progressbar "ffff00",4; + next; + set .@get_stone,rand(1,6); + if (.@get_stone < 4) { + mes "- You failed to mine minerals. -"; + getitem 6078,1; //Stone_Fragments + close; + } + else { + mes "- You succeeded to mine minerals. -"; + emotion e_ic,1; + set .@stst,rand(1,5); + if (.@stst == 5) { + getitem 6077,5; //Rough_Mineral + } + else if (.@stst == 1) { + getitem 6077,2; //Rough_Mineral + } + else { + getitem 6077,1; //Rough_Mineral + } + donpcevent "#hu_01_t::OnEnable"; + disablenpc "#hu_01"; + close; + } + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + else { + mes "- I think I have enough minerals. -"; + close; + } + } + end; + +OnInit: + enablenpc "#hu_01"; + end; + +OnTouch: + if ((ep13_2_tre == 3) && (countitem(6076) == 1)) { + if (countitem(6077) < 5) { + specialeffect EF_COUPLECASTING; + } + } + end; +} + +hu_fild05,1,1,3 script #hu_01_t 111,{ +OnEnable: + initnpctimer; + end; + +OnTimer60000: + enablenpc "#hu_01"; + stopnpctimer; + end; +} +hu_fild05,134,322,3 script #hu_02 111,10,10,{ + if ((ep13_2_tre == 3) && (countitem(6076) == 1)) { + if (countitem(6077) < 5) { + mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -"; + next; + switch(select("Mine minerals.:Do nothing.")) { + case 1: + mes "Clang! Clang! Clang! Clang!"; + progressbar "ffff00",4; + next; + set .@get_stone,rand(1,6); + if (.@get_stone < 4) { + mes "- You failed to mine minerals. -"; + getitem 6078,1; //Stone_Fragments + close; + } + else { + mes "- You succeeded to mine minerals. -"; + emotion e_ic,1; + set .@stst,rand(1,5); + if (.@stst == 5) { + getitem 6077,5; //Rough_Mineral + } + else if (.@stst == 1) { + getitem 6077,2; //Rough_Mineral + } + else { + getitem 6077,1; //Rough_Mineral + } + donpcevent "#hu_02_t::OnEnable"; + disablenpc "#hu_02"; + close; + } + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + else { + mes "- I think I have enough minerals. -"; + close; + } + } + end; + +OnInit: + enablenpc "#hu_02"; + end; + +OnTouch: + if ((ep13_2_tre == 3) && (countitem(6076) == 1)) { + if (countitem(6077) < 5) { + specialeffect EF_COUPLECASTING; + } + } + end; + +} + +hu_fild05,1,1,3 script #hu_02_t 111,{ +OnEnable: + initnpctimer; + end; + +OnTimer60000: + enablenpc "#hu_02"; + stopnpctimer; + end; +} + +hu_fild05,72,104,3 script #hu_03 111,10,10,{ + if ((ep13_2_tre == 3) && (countitem(6076) == 1)) { + if (countitem(6077) < 5) { + mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -"; + next; + switch(select("Mine minerals.:Do nothing.")) { + case 1: + mes "Clang! Clang! Clang! Clang!"; + progressbar "ffff00",4; + next; + set .@get_stone,rand(1,6); + if (.@get_stone < 4) { + mes "- You failed to mine minerals. -"; + getitem 6078,1; //Stone_Fragments + close; + } + else { + mes "- You succeeded to mine minerals. -"; + emotion e_ic,1; + set .@stst,rand(1,5); + if (.@stst == 5) { + getitem 6077,5; //Rough_Mineral + } + else if (.@stst == 1) { + getitem 6077,2; //Rough_Mineral + } + else { + getitem 6077,1; //Rough_Mineral + } + donpcevent "#hu_03_t::OnEnable"; + disablenpc "#hu_03"; + close; + } + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + else { + mes "- I think I have enough minerals. -"; + close; + } + } + end; + +OnInit: + enablenpc "#hu_03"; + end; + +OnTouch: + if ((ep13_2_tre == 3) && (countitem(6076) == 1)) { + if (countitem(6077) < 5) { + specialeffect EF_COUPLECASTING; + } + } + end; +} + +hu_fild05,1,1,3 script #hu_03_t 111,{ +OnEnable: + initnpctimer; + end; + +OnTimer60000: + enablenpc "#hu_03"; + stopnpctimer; + end; +} + +hu_fild05,65,99,3 script #hu_04 111,10,10,{ + if ((ep13_2_tre == 3) && (countitem(6076) == 1)) { + if (countitem(6077) < 5) { + mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -"; + next; + switch(select("Mine minerals.:Do nothing.")) { + case 1: + mes "Clang! Clang! Clang! Clang!"; + progressbar "ffff00",4; + next; + set .@get_stone,rand(1,6); + if (.@get_stone < 4) { + mes "- You failed to mine minerals. -"; + getitem 6078,1; //Stone_Fragments + close; + } + else { + mes "- You succeeded to mine minerals. -"; + emotion e_ic,1; + set .@stst,rand(1,5); + if (.@stst == 5) { + getitem 6077,5; //Rough_Mineral + } + else if (.@stst == 1) { + getitem 6077,2; //Rough_Mineral + } + else { + getitem 6077,1; //Rough_Mineral + } + donpcevent "#hu_04_t::OnEnable"; + disablenpc "#hu_04"; + } + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + else { + mes "- I think I have enough minerals. -"; + close; + } + } + end; + +OnInit: + enablenpc "#hu_04"; + end; + +OnTouch: + if ((ep13_2_tre == 3) && (countitem(6076) == 1)) { + if (countitem(6077) < 5) { + specialeffect EF_COUPLECASTING; + } + } + end; +} + +hu_fild05,1,1,3 script #hu_04_t 111,{ +OnEnable: + initnpctimer; + end; + +OnTimer60000: + enablenpc "#hu_04"; + stopnpctimer; + end; +} +hu_fild05,323,84,3 script #hu_05 111,10,10,{ + if ((ep13_2_tre == 3) && (countitem(6076) == 1)) { + if (countitem(6077) < 5) { + mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -"; + next; + switch(select("Mine minerals.:Do nothing.")) { + case 1: + mes "Clang! Clang! Clang! Clang!"; + progressbar "ffff00",4; + next; + set .@get_stone,rand(1,6); + if (.@get_stone < 4) { + mes "- You failed to mine minerals. -"; + getitem 6078,1; //Stone_Fragments + close; + } + else { + mes "- You succeeded to mine minerals. -"; + emotion e_ic,1; + set .@stst,rand(1,5); + if (.@stst == 5) { + getitem 6077,5; //Rough_Mineral + } + else if (.@stst == 1) { + getitem 6077,2 ; //Rough_Mineral + } + else { + getitem 6077,1; //Rough_Mineral + } + donpcevent "#hu_05_t::OnEnable"; + disablenpc "#hu_05"; + close; + } + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + else { + mes "- I think I have enough minerals. -"; + close; + } + } + end; + +OnInit: + enablenpc "#hu_05"; + end; + +OnTouch: + if ((ep13_2_tre == 3) && (countitem(6076) == 1)) { + if (countitem(6077) < 5) { + specialeffect EF_COUPLECASTING; + } + } + end; +} + +hu_fild05,1,1,3 script #hu_05_t 111,{ +OnEnable: + initnpctimer; + end; + +OnTimer60000: + enablenpc "#hu_05"; + stopnpctimer; + end; +} + +ve_fild03,351,219,0 script #ve_find_1 -1,5,5,{ + end; + +OnTouch: + if ((ep13_2_tre == 4) && (countitem(6076) == 1)) { + if (countitem(6077) < 5) { + mes "- Just arrived at Thor Volcano. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -"; + next; + switch(select("Check current location.:Do nothing.")) { + case 1: + mes "- You pressed the button of the detector. -"; + next; + mes "[Mineral Detector]"; + mes "Bee beep -"; + viewpoint 1,152,134,1,0x00FF00; + viewpoint 1,256,228,2,0x00FF00; + viewpoint 1,85,189,3,0x00FF00; + viewpoint 1,282,268,4,0x00FF00; + close; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + } + end; +} + +ve_fild03,223,51,0 script #ve_find_2 -1,5,5,{ + end; + +OnTouch: + if ((ep13_2_tre == 4) && (countitem(6076) == 1)) { + if (countitem(6077) < 5) { + mes "- Just arrived at Thor Volcano. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -"; + next; + switch(select("Check current location.:Do nothing.")) { + case 1: + mes "- You pressed the button of the detector. -"; + next; + mes "[Mineral Detector]"; + mes "Bee beep -"; + viewpoint 1,152,134,1,0x00FF00; + viewpoint 1,256,228,2,0x00FF00; + viewpoint 1,85,189,3,0x00FF00; + viewpoint 1,282,268,4,0x00FF00; + close; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + } + end; +} + +ve_fild03,152,134,3 script #ve_01 111,10,10,{ + if ((ep13_2_tre == 4) && (countitem(6076) == 1)) { + if (countitem(6077) < 5) { + mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -"; + next; + switch(select("Mine minerals.:Do nothing.")) { + case 1: + mes "Clang! Clang! Clang! Clang!"; + progressbar "ffff00",4; + next; + set .@get_stone,rand(1,6); + if (.@get_stone < 4) { + mes "- You failed to mine minerals. -"; + getitem 6078,1; //Stone_Fragments + close; + } + else { + mes "- You succeeded to mine minerals. -"; + emotion e_ic,1; + set .@stst,rand(1,5); + if (.@stst == 5) { + getitem 6077,5; //Rough_Mineral + } + else if (.@stst == 1) { + getitem 6077,2; //Rough_Mineral + } + else { + getitem 6077,1; //Rough_Mineral + } + donpcevent "#ve_01_t::OnEnable"; + disablenpc "#ve_01"; + close; + } + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + else { + mes "- I think I have enough minerals. -"; + close; + } + } + end; + +OnInit: + enablenpc "#ve_01"; + end; + +OnTouch: + if ((ep13_2_tre == 4) && (countitem(6076) == 1)) { + if (countitem(6077) < 5) { + specialeffect EF_COUPLECASTING; + } + } + end; +} + +ve_fild03,1,1,3 script #ve_01_t 111,{ +OnEnable: + initnpctimer; + end; + +OnTimer40000: + enablenpc "#ve_01"; + stopnpctimer; + end; +} + +ve_fild03,256,228,3 script #ve_02 111,10,10,{ + if ((ep13_2_tre == 4) && (countitem(6076) == 1)) { + if (countitem(6077) < 5) { + mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -"; + next; + switch(select("Mine minerals.:Do nothing.")) { + case 1: + mes "Clang! Clang! Clang! Clang!"; + progressbar "ffff00",4; + next; + set .@get_stone,rand(1,6); + if (.@get_stone < 4) { + mes "- You failed to mine minerals. -"; + getitem 6078,1; //Stone_Fragments + close; + } + else { + mes "- You succeeded to mine minerals. -"; + emotion e_ic,1; + set .@stst,rand(1,5); + if (.@stst == 5) { + getitem 6077,5; //Rough_Mineral + } + else if (.@stst == 1) { + getitem 6077,2; //Rough_Mineral + } + else { + getitem 6077,1; //Rough_Mineral + } + donpcevent "#ve_02_t::OnEnable"; + disablenpc "#ve_02"; + close; + } + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + else { + mes "- I think I have enough minerals. -"; + close; + } + } + end; + +OnInit: + enablenpc "#ve_02"; + end; + +OnTouch: + if ((ep13_2_tre == 4) && (countitem(6076) == 1)) { + if (countitem(6077) < 5) { + specialeffect EF_COUPLECASTING; + } + } + end; +} + +ve_fild03,1,1,3 script #ve_02_t 111,{ +OnEnable: + initnpctimer; + end; + +OnTimer40000: + enablenpc "#ve_02"; + stopnpctimer; + end; +} + +ve_fild03,85,189,3 script #ve_03 111,10,10,{ + if ((ep13_2_tre == 4) && (countitem(6076) == 1)) { + if (countitem(6077) < 5) { + mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -"; + next; + switch(select("Mine minerals.:Do nothing.")) { + case 1: + mes "Clang! Clang! Clang! Clang!"; + progressbar "ffff00",4; + next; + set .@get_stone,rand(1,6); + if (.@get_stone < 4) { + mes "- You failed to mine minerals. -"; + getitem 6078,1; //Stone_Fragments + close; + } + else { + mes "- You succeeded to mine minerals. -"; + emotion e_ic,1; + set .@stst,rand(1,5); + if (.@stst == 5) { + getitem 6077,5; //Rough_Mineral + } + else if (.@stst == 1) { + getitem 6077,2; //Rough_Mineral + } + else { + getitem 6077,1; //Rough_Mineral + } + donpcevent "#ve_03_t::OnEnable"; + disablenpc "#ve_03"; + close; + } + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + else { + mes "- I think I have enough minerals. -"; + close; + } + } + end; + +OnInit: + enablenpc "#hu_03"; + end; + +OnTouch: + if ((ep13_2_tre == 4) && (countitem(6076) == 1)) { + if (countitem(6077) < 5) { + specialeffect EF_COUPLECASTING; + } + } + end; +} + +ve_fild03,1,1,3 script #ve_03_t 111,{ +OnEnable: + initnpctimer; + end; + +OnTimer40000: + enablenpc "#ve_03"; + stopnpctimer; + end; +} + +ve_fild03,282,268,3 script #ve_04 111,10,10,{ + if ((ep13_2_tre == 4) && (countitem(6076) == 1)) { + if (countitem(6077) < 5) { + mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -"; + next; + switch(select("Mine minerals.:Do nothing.")) { + case 1: + mes "Clang! Clang! Clang! Clang!"; + progressbar "ffff00",4; + next; + set .@get_stone,rand(1,6); + if (.@get_stone < 4) { + mes "- You failed to mine minerals. -"; + getitem 6078,1; //Stone_Fragments + close; + } + else { + mes "- You succeeded to mine minerals. -"; + emotion e_ic,1; + set .@stst,rand(1,5); + if (.@stst == 5) { + getitem 6077,5; //Rough_Mineral + } + else if (.@stst == 1) { + getitem 6077,2; //Rough_Mineral + } + else { + getitem 6077,1; //Rough_Mineral + } + donpcevent "#ve_04_t::OnEnable"; + disablenpc "#ve_04"; + close; + } + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + else { + mes "- I think I have enough minerals. -"; + close; + } + } + end; + +OnInit: + enablenpc "#ve_04"; + end; + +OnTouch: + if ((ep13_2_tre == 4) && (countitem(6076) == 1)) { + if (countitem(6077) < 5) { + specialeffect EF_COUPLECASTING; + } + } + end; +} + +ve_fild03,1,1,3 script #ve_04_t 111,{ +OnEnable: + initnpctimer; + end; + +OnTimer40000: + enablenpc "#ve_04"; + stopnpctimer; + end; +} + +spl_in01,30,324,3 script High Laphine#grenouille 446,{ + if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) { + if (checkweight(1201,1) == 0) { + mes "[Grenouille]"; + mes "It looks like you're carrying too many things."; + mes "Why not put some of your items in storage and come back?"; + close; + } + set .@dayq_chk,checkquest(2186,PLAYTIME); + if ((.@dayq_chk == -1) || (.@dayq_chk == 2)) { + if ((ep13_2_tre1 < 1) || (ep13_2_tre1 == 6)) { + erasequest 2186; + set ep13_2_tre1,0; + mes "[Grenouille]"; + mes "I've heard that some strangers from Rune Midgard are around here, it must be you."; + mes "I'm Grenouille, a scientist."; + next; + mes "[Grenouille]"; + mes "It's been a long time since"; + mes "the Laphine built the Splendide camp here"; + mes "and confronted each other."; + next; + mes "[Grenouille]"; + mes "A number of soldiers who"; + mes "left their hometown Alfheim are"; + mes "restraining them with fighting against"; + mes "the harsh cold of Jotunheim"; + mes "for the holy duty and the faith to"; + mes "stop the evil attempts to"; + mes "sickening Yggdrasil."; + next; + mes "[Grenouille]"; + mes "They're well trained soldiers,"; + mes "and their captains hold them in high esteem,"; + mes "so they're enjoying a"; + mes "comfortable life there."; + next; + mes "[Grenouille]"; + mes "But there's a saying that"; + mes "constant dripping water"; + mes "wears away the stone."; + next; + mes "[Grenouille]"; + mes "Continuous small battles without big progression"; + mes "makes the soldiers in Splendide exhausted."; + next; + mes "[Grenouille]"; + mes "One day, someone began to sing"; + mes "a song of Alfheim, that spread rapidly..."; + mes "Now they strongly"; + mes "miss their hometown."; + next; + mes "[Grenouille]"; + mes "I was so worried about them and"; + mes "I finally found a way to"; + mes "save them from the deep sadness."; + mes "I hope you to help me to do that."; + next; + mes "[Grenouille]"; + mes "There's a Laphine General"; + mes "who is called Flowery,"; + mes "in Splendide."; + next; + mes "[Grenouille]"; + mes "She is a collecting maniac,"; + mes "so her house is always"; + mes "in a mess with miscellaneous"; + mes "things. Flowery must have"; + mes "seeds from the flowers"; + mes "of Alfheim."; + next; + mes "[Grenouille]"; + mes "I'll make the flower of"; + mes "Alfheim open with the seed."; + mes "The flower of their hometown."; + next; + mes "[Grenouille]"; + mes "There are some devices that purify"; + mes "the environment and have a function"; + mes "that can hasten the growth of plants."; + next; + mes "[Grenouille]"; + mes "Please bring me the flower of Alfheim that bloomed by the device."; + next; + mes "[Grenouille]"; + mes "The flower of Alfheim is not"; + mes "strong enough to keep it's life by"; + mes "depending on the Splendide device,"; + mes "but ^FF0000the way^000000 can fill"; + mes "Splendide by it's scent like it never falls!"; + set ep13_2_tre1,1; + setquest 2183; + close; + } + else if ((ep13_2_tre1 == 1) && (ep13_2_tre1 == 2)) { + mes "[Grenouille]"; + mes "Get a seed from Flowery,"; + mes "and then use a Purifier"; + mes "to make the seed blossom."; + close; + } + else if (ep13_2_tre1 == 3) { + if (countitem(6079) == 1) { + emotion e_swt; + emotion e_swt,1; + mes "[Grenouille]"; + mes "Hoo, this is one of the"; + mes "most common kinds of flowers."; + next; + emotion e_heh; + mes "[Grenouille]"; + mes "Haha, Don't worry."; + mes "Common flowers like this can bring the familiarity of home back to the soldiers."; + mes "?±øÃ?ÐÊ?½Êì?µLÊÏçµÄÆø?¡£"; + next; + mes "[Grenouille]"; + mes "For now, I'll extract a liquid that"; + mes "includes the scent of this flower by using a distiller."; + mes "Making a ^3131FFPerfume^000000."; + next; + mes "[Grenouille]"; + mes "Would you please wait a while?"; + changequest 2183,2184; + set ep13_2_tre1,4; + delitem 6079,1; //Flower_Of_Alfheim + close; + } + else { + mes "[Grenouille]"; + mes "Where is the flower?"; + close; + } + } + else if (ep13_2_tre1 == 4) { + set .@ttalk,rand(1,10); + if (.@ttalk < 8) { + mes "- clitter-clatter -"; + next; + mes "- clitter-clatter -"; + mes "- clitter-clatter -"; + next; + mes "- clitter-clatter -"; + mes "- clitter-clatter -"; + mes "- Spraying something -"; + next; + mes "[Grenouille]"; + mes "Not finished yet."; + mes "Please wait a second."; + close; + } + else { + mes "- clitter-clatter -"; + next; + mes "- clitter-clatter -"; + mes "- clitter-clatter -"; + next; + mes "- clitter-clatter -"; + mes "- clitter-clatter -"; + mes "- Spraying something -"; + next; + mes "[Grenouille]"; + mes "Wow, finished!"; + next; + mes "[Grenouille]"; + mes "I think I'll call this perfume"; + mes "The ^3131FFSoul of Alfheim^000000!"; + next; + mes "[Grenouille]"; + mes "This perfume can relieve their minds by using"; + mes "the scent of their hometown Alfheim."; + mes "Though it's not a permanent solution, I think it will help them feel comfortable for now."; + next; + mes "[Grenouille]"; + mes "Here, I'll give you this perfume,"; + mes "help the exhausted soldiers and"; + mes "let me know the result, please!"; + set ep13_2_tre1,5; + getitem 6082,5; //Spirit_Of_Alfheim + changequest 2184,2185; + close; + } + } + else if (ep13_2_tre1 == 5) { + if (countitem(6082) < 1) { + mes "[Grenouille]"; + mes "Oh! How's the reaction of the soldiers?"; + next; + mes "["+ strcharinfo(0) +"]"; + mes "Yes, they seemed to be happy."; + mes "But, it still made someone cry because he probably misses Alfheim."; + next; + mes "[Grenouille]"; + mes "Oh! That means it works!"; + mes "Thanks."; + next; + mes "[Grenouille]"; + mes "Thanks for your help."; + mes "This is my reward for you."; + mes "I hope this will be helpful to you."; + mes "If you have something to talk to me about, come to me whenever. Nice to meet you, human from Rune Midgard."; + set ep13_2_tre1,6; + changequest 2185,2186; + getitem 6081,2; //Splendide_Coin + getexp 0,700000; + close; + } + else { + mes "[Grenouille]"; + mes "Go and spray this perfume for the exhausted soldiers in Splendide!"; + close; + } + } + else { + mes "[Grenouille]"; + mes "I hope this long battle will end soon."; + close; + } + } + else { + mes "[Grenouille]"; + mes "I hope this long battle will end soon."; + close; + } + } + else { + mes "[High Laphine]"; + mes "BurYurDath Ee NeKoIyaz er ModRuAlah Yee VeldDuDur Yee SeYurOsa U ReNudNud Ra "; + next; + mes "[High Laphine]"; + mes "DiebVrumDana er TingNothDim No RasVilHir Yu YurAdorShar Yu DanaVeldDur Ha VilModMe O SharThus"; + close; + } +} + +spl_in02,139,65,3 script Middle-Ranked Laphine#la 438,{ + if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) { + if (checkweight(1201,1) == 0) { + mes "[Flowery]"; + mes "It looks like you're carrying too many things."; + mes "Why not put some of your items in storage and come back?"; + close; + } + if (ep13_2_tre1 == 1) { + mes "[Flowery]"; + mes "Huh? Seed of the flower of Alfheim?"; + mes "Do I have that one? Hmm~"; + next; + mes "[Flowery]"; + mes "As you see, there're so many stuffs"; + mes "in my room, so I don't know"; + mes "exactly what I have"; + mes "or not in my room."; + next; + mes "[Flowery]"; + mes "But I'll try to find cuz you came"; + mes "here to help Grenouille"; + mes "He's always pretend to tenacious,"; + mes "but sometimes he help others well! Huhu!"; + next; + mes "- rummaging -"; + emotion e_dots; + next; + mes "- rummaging -"; + mes "- rummaging -"; + emotion e_dots; + next; + mes "- rummaging -"; + mes "- rummaging -"; + mes "- rummaging -"; + emotion e_ic; + next; + mes "[Flowery]"; + mes "Wow! Come here!"; + mes "I found a seed!"; + next; + mes "[Flowery]"; + mes "Hmm... But this one is"; + mes "one of the most common and trifle"; + mes "kind in Alfheim, so you can find"; + mes "this wild flower at anywhere..."; + mes "This one would be ok?"; + next; + mes "[Flowery]"; + mes "Umm.. But I don't have"; + mes "any other seed of flower.."; + mes "So, just bring this, here you are~"; + set ep13_2_tre1,2; + getitem 7193,1; //Germinating_Sprout + close; + } + else if (ep13_2_tre1 == 2) { + mes "[Flowery]"; + mes "I gave you the seed, so it's up to you that what would you do with the seed."; + mes "I feel dizzy when I look at my room."; + close; + } + else { + mes "[Flowery]"; + mes "Yuuuum~"; + mes "Can you believe that right in front of us is a battle field? Though it's very silent and peaceful at the moment. So do I~"; + close; + } + + } + else { + mes "[Middle-Ranked Laphine]"; + mes "NeiKoFulo An DielOdesMush Or KoDanaOsa Ir FarBurnes Ir "; + mes "NeOsaVa Mu BurVeTi Ra OsaDeh"; + close; + } +} + +splendide,160,265,3 script Purifier#1 844,{ + if (ep13_2_tre1 == 2) { + if (countitem(7193) > 0) { + mes "- You put the seed in the"; + mes "device and watched it"; + mes "as Grenouille told you. -"; + next; + mes "- Booowoong -"; + specialeffect2 EF_HEALSP; + next; + mes "- When the lights gone,"; + mes "a big flower of Alfheim was lied"; + mes "in your hand, instead of the seed. -"; + delitem 7193,1; //Germinating_Sprout + set ep13_2_tre1,3; + getitem 6079,1; //Flower_Of_Alfheim + close; + } + else { + mes "["+ strcharinfo(0) +"]"; + mes "Where are the seeds?"; + close; + } + } + end; +} + +splendide,262,262,3 script Purifier#2 844,{ + if (ep13_2_tre1 == 2) { + if (countitem(7193) > 0) { + mes "- You put the seed in the"; + mes "device and watched it"; + mes "as Grenouille told you. -"; + next; + mes "- Booowoong -"; + specialeffect2 EF_HEALSP; + next; + mes "- When the lights gone,"; + mes "a big flower of Alfheim was lied"; + mes "in your hand, instead of the seed. -"; + delitem 7193,1; //Germinating_Sprout + set ep13_2_tre1,3; + getitem 6079,1; //Flower_Of_Alfheim + close; + } + else { + mes "["+ strcharinfo(0) +"]"; + mes "Where are the seeds?"; + close; + } + } + end; +} + +splendide,262,187,3 script Purifier#3 844,{ + if (ep13_2_tre1 == 2) { + if (countitem(7193) > 0) { + mes "- You put the seed in the"; + mes "device and watched it"; + mes "as Grenouille told you. -"; + next; + mes "- Booowoong -"; + specialeffect2 EF_HEALSP; + next; + mes "- When the lights gone,"; + mes "a big flower of Alfheim was lied"; + mes "in your hand, instead of the seed. -"; + delitem 7193,1; //Germinating_Sprout + set ep13_2_tre1,3; + getitem 6079,1; //Flower_Of_Alfheim + close; + } + else { + mes "["+ strcharinfo(0) +"]"; + mes "Where are the seeds?"; + close; + } + } + end; +} + +splendide,164,82,3 script Purifier#4 844,{ + if (ep13_2_tre1 == 2) { + if (countitem(7193) > 0) { + mes "- You put the seed in the"; + mes "device and watched it"; + mes "as Grenouille told you. -"; + next; + mes "- Booowoong -"; + specialeffect2 EF_HEALSP; + next; + mes "- When the lights gone,"; + mes "a big flower of Alfheim was lied"; + mes "in your hand, instead of the seed. -"; + delitem 7193,1; //Germinating_Sprout + set ep13_2_tre1,3; + getitem 6079,1; //Flower_Of_Alfheim + close; + } + else { + mes "["+ strcharinfo(0) +"]"; + mes "Where are the seeds?"; + close; + } + } + end; +} + +splendide,171,116,3 script Purifier#5 844,{ + if (ep13_2_tre1 == 2) { + if (countitem(7193) > 0) { + mes "- You put the seed in the"; + mes "device and watched it"; + mes "as Grenouille told you. -"; + next; + mes "- Booowoong -"; + specialeffect2 EF_HEALSP; + next; + mes "- When the lights gone,"; + mes "a big flower of Alfheim was lied"; + mes "in your hand, instead of the seed. -"; + delitem 7193,1; //Germinating_Sprout + set ep13_2_tre1,3; + getitem 6079,1; //Flower_Of_Alfheim + close; + } + else { + mes "["+ strcharinfo(0) +"]"; + mes "Where are the seeds?"; + close; + } + } + end; +} + +splendide,134,280,3 script Purifier#6 844,{ + if (ep13_2_tre1 == 2) { + if (countitem(7193) > 0) { + mes "- You put the seed in the"; + mes "device and watched it"; + mes "as Grenouille told you. -"; + next; + mes "- Booowoong -"; + specialeffect2 EF_HEALSP; + next; + mes "- When the lights gone,"; + mes "a big flower of Alfheim was lied"; + mes "in your hand, instead of the seed. -"; + delitem 7193,1; //Germinating_Sprout + set ep13_2_tre1,3; + getitem 6079,1; //Flower_Of_Alfheim + close; + } + else { + mes "["+ strcharinfo(0) +"]"; + mes "Where are the seeds?"; + close; + } + } + end; +} + +splendide,205,139,5 script Exhausted Soldier#1 447,{ + if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) { + if (ep13_2_tre1 == 5) { + if (countitem(6082) > 0) { + mes "[Exhausted Soldier]"; + mes "Oh my hometown..."; + next; + switch(select("Use perfume.:Don't use perfume.")) { + case 1: + mes "(Spray-)"; + specialeffect EF_SANCTUARY; + next; + mes "[Exhausted Soldier]"; + mes "Umm... This is..."; + mes "I can feel the scent of Alfheim."; + mes "My hometown Alfheim!"; + next; + mes "[Exhausted Soldier]"; + mes "Ahh! Feeling much better!"; + emotion e_heh; + delitem 6082,1; //Spirit_Of_Alfheim + close2; + donpcevent "#tukare_1::OnEnable"; + disablenpc "Exhausted Soldier#1"; + end; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + end; + } + else { + mes "[Exhausted Soldier]"; + mes "Oh my hometown..."; + close; + } + } + else { + mes "[Exhausted Soldier]"; + mes "CyaResehr"; + close; + } + +OnInit: + enablenpc "Exhausted Soldier#1"; + end; +} + +splendide,1,1,1 script #tukare_1 111,{ +OnEnable: + initnpctimer; + end; + +OnTimer60000: + enablenpc "Exhausted Soldier#1"; + stopnpctimer; + end; +} + +splendide,181,135,5 script Exhausted Soldier#2 447,{ + if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) { + if (ep13_2_tre1 == 5) { + if (countitem(6082) > 0) { + mes "[Exhausted Soldier]"; + mes "Want to take a rest..."; + next; + switch(select("Use perfume.:Don't use perfume.")) { + case 1: + mes "(Spray-)"; + specialeffect EF_SANCTUARY; + next; + mes "[Exhausted Soldier]"; + mes "What happen?"; + mes "Feel better suddenly! I'm so happy now!"; + mes "Let's go to work!"; + emotion e_heh; + delitem 6082,1; //Spirit_Of_Alfheim + close2; + donpcevent "#tukare_2::OnEnable"; + disablenpc "Exhausted Soldier#2"; + end; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + end; + } + else { + mes "[Exhausted Soldier]"; + mes "Want to take a rest..."; + close; + } + } + else { + mes "[Exhausted Soldier]"; + mes "CyaResehr"; + close; + } + +OnInit: + enablenpc "Exhausted Soldier#2"; + end; +} + +splendide,1,1,1 script #tukare_2 111,{ +OnEnable: + initnpctimer; + end; + +OnTimer60000: + enablenpc "Exhausted Soldier#2"; + stopnpctimer; + end; +} + +splendide,139,178,5 script Exhausted Soldier#3 447,{ + if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) { + if (ep13_2_tre1 == 5) { + if (countitem(6082) > 0) { + mes "[Exhausted Soldier]"; + mes "My hometown Alfheim..."; + next; + switch(select("Use perfume.:Don't use perfume.")) { + case 1: + mes "(Spray-)"; + specialeffect EF_SANCTUARY; + next; + mes "[Exhausted Soldier]"; + mes "Umm... This is..."; + mes "I can feel the scent of Alfheim."; + mes "My hometown Alfheim!"; + next; + mes "[Exhausted Soldier]"; + mes "Let's beat Sapha and go back home!"; + emotion e_heh; + delitem 6082,1; //Spirit_Of_Alfheim + close2; + donpcevent "#tukare_3::OnEnable"; + disablenpc "Exhausted Soldier#3"; + end; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + end; + } + else { + mes "[Exhausted Soldier]"; + mes "My hometown Alfheim..."; + close; + } + } + else { + mes "[Exhausted Soldier]"; + mes "CyaResehr"; + close; + } + +OnInit: + enablenpc "Exhausted Soldier#3"; + end; +} + +splendide,1,1,1 script #tukare_3 111,{ +OnEnable: + initnpctimer; + end; + +OnTimer60000: + enablenpc "Exhausted Soldier#3"; + stopnpctimer; + end; +} + +splendide,164,188,5 script Exhausted Soldier#4 447,{ + if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) { + if (ep13_2_tre1 == 5) { + if (countitem(6082) > 0) { + mes "[Exhausted Soldier]"; + mes "Huu..."; + next; + switch(select("Use perfume.:Don't use perfume.")) { + case 1: + mes "(Spray-)"; + specialeffect EF_SANCTUARY; + next; + mes "[Exhausted Soldier]"; + mes "Umm... This is..."; + mes "I can feel the scent of Alfheim."; + mes "My hometown Alfheim!"; + next; + mes "[Exhausted Soldier]"; + mes "Ahh! Feels like at home!!"; + emotion e_sob; + delitem 6082,1; //Spirit_Of_Alfheim + close2; + donpcevent "#tukare_4::OnEnable"; + disablenpc "Exhausted Soldier#4"; + end; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + end; + } + else { + mes "[Exhausted Soldier]"; + mes "Huu..."; + close; + } + } + else { + mes "[Exhausted Soldier]"; + mes "CyaResehr"; + close; + } + +OnInit: + enablenpc "Exhausted Soldier#4"; + end; +} + +splendide,1,1,1 script #tukare_4 111,{ +OnEnable: + initnpctimer; + end; + +OnTimer60000: + enablenpc "Exhausted Soldier#4"; + stopnpctimer; + end; +} + +splendide,177,257,5 script Exhausted Soldier#5 447,{ + if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) { + if (ep13_2_tre1 == 5) { + if (countitem(6082) > 0) { + mes "[Exhausted Soldier]"; + mes "Oh my hometown..."; + next; + switch(select("Use perfume.:Don't use perfume.")) { + case 1: + mes "(Spray-)"; + specialeffect EF_SANCTUARY; + next; + mes "[Exhausted Soldier]"; + mes "Umm... This is..."; + mes "I can feel the scent of Alfheim."; + mes "My hometown Alfheim!"; + next; + mes "[Exhausted Soldier]"; + mes "Ahh! Feeling much better!"; + emotion e_heh; + delitem 6082,1; //Spirit_Of_Alfheim + close2; + donpcevent "#tukare_5::OnEnable"; + disablenpc "Exhausted Soldier#5"; + end; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + end; + } + else { + mes "[Exhausted Soldier]"; + mes "Oh my hometown..."; + close; + } + } + else { + mes "[Exhausted Soldier]"; + mes "CyaResehr"; + close; + } + +OnInit: + enablenpc "Exhausted Soldier#5"; + end; +} + +splendide,1,1,1 script #tukare_5 111,{ +OnEnable: + initnpctimer; + end; + +OnTimer60000: + enablenpc "Exhausted Soldier#5"; + stopnpctimer; + end; +} + +splendide,124,212,5 script Exhausted Soldier#6 447,{ + if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) { + if (ep13_2_tre1 == 5) { + if (countitem(6082) > 0) { + mes "[Exhausted Soldier]"; + mes "Huu..."; + next; + switch(select("Use perfume.:Don't use perfume.")) { + case 1: + mes "(Spray-)"; + specialeffect EF_SANCTUARY; // 83 : "Exhausted Soldier#6" EF_SANCTUARY + next; + mes "[Exhausted Soldier]"; + mes "I can feel the scent of Alfheim."; + mes "My hometown Alfheim!"; + next; + mes "[Exhausted Soldier]"; + mes "Yes, Splendide also a part of Alfheim!"; + mes "Go Laphines!"; + emotion e_heh; + delitem 6082,1; //Spirit_Of_Alfheim + close2; + donpcevent "#tukare_6::OnEnable"; + disablenpc "Exhausted Soldier#6"; + end; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + end; + } + else { + mes "[Exhausted Soldier]"; + mes "Huu..."; + close; + } + } + else { + mes "[Exhausted Soldier]"; + mes "CyaResehr"; + close; + } + +OnInit: + enablenpc "Exhausted Soldier#6"; + end; +} + +splendide,1,1,1 script #tukare_6 111,{ +OnEnable: + initnpctimer; + end; + +OnTimer60000: + enablenpc "Exhausted Soldier#6"; + stopnpctimer; + end; +} + +splendide,196,153,5 script Exhausted Soldier#7 447,{ + if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) { + if (ep13_2_tre1 == 5) { + if (countitem(6082) > 0) { + mes "[Exhausted Soldier]"; + mes "Oh my hometown..."; + next; + switch(select("Use perfume.:Don't use perfume.")) { + case 1: + mes "(Spray-)"; + specialeffect EF_SANCTUARY; // 83 : "Exhausted Soldier#7" EF_SANCTUARY + next; + mes "[Exhausted Soldier]"; + mes "Umm... This is..."; + mes "I can feel the scent of Alfheim."; + mes "My hometown Alfheim!"; + next; + mes "[Exhausted Soldier]"; + mes "Ahh! Feeling much better!"; + emotion e_heh; + delitem 6082,1; //Spirit_Of_Alfheim + close2; + donpcevent "#tukare_7::OnEnable"; + disablenpc "Exhausted Soldier#7"; + end; + case 2: + mes "- You decide to do nothing. -"; + close; + } + } + end; + } + else { + mes "[Exhausted Soldier]"; + mes "Oh my hometown..."; + close; + } + } + else { + mes "[Exhausted Soldier]"; + mes "CyaResehr"; + close; + } + +OnInit: + enablenpc "Exhausted Soldier#7"; + end; +} + +splendide,1,1,1 script #tukare_7 111,{ +OnEnable: + initnpctimer; + end; + +OnTimer60000: + enablenpc "Exhausted Soldier#7"; + stopnpctimer; + end; +} + |