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-rw-r--r--npc/Changelog.txt2
-rw-r--r--npc/quests/quests_13_2.txt3593
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;
+}
+